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@ -38,15 +38,15 @@ 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.
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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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<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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A technique can consist of several passes. A pass is basically an Open
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@ -60,11 +60,11 @@ 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>
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</blend>
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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>
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</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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@ -75,84 +75,87 @@ Values of Technique Attributes
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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
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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>
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</uniform>
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* The name of a property in the parameters section can be
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referenced using a "use" clause. For example, in the technique
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section:
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<material>
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<ambient><use>material/ambient</use></ambient>
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</material>
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Then, in the parameters section of the effect:
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<parameters>
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<material>
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<ambient type="vec4d">
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0.2 .2 0.2 1.0
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</ambient>
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</material>
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</parameters>
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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>
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</uniform>
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* The name of a property in the parameters section can be
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referenced using a "use" clause. For example, in the technique
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section:
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<material>
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<ambient><use>material/ambient</use></ambient>
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</material>
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Then, in the parameters section of the effect:
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<parameters>
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<material>
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<ambient type="vec4d">0.2 0.2 0.2 1.0</ambient>
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</material>
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</parameters>
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It's worth pointing out that the "material" property in a
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technique specifies part of OpenGL's state, whereas "material"
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in the parameters section is just a name, part of a
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hierarchical namespace.
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It's worth pointing out that the "material" property in a
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technique specifies part of OpenGL's state, whereas "material"
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in the parameters section is just a name, part of a
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hierarchical namespace.
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* A property in the parameters section doesn't need to contain
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a constant value; it can also contain a "use" property. Here
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the value of the use clause is the name of a node in an
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external property tree which will be used as the source of a
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value. If the name begins with '/', the node is in
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FlightGear's global property tree; otherwise, it is in a local
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property tree, usually belonging to a model [NOT IMPLEMENTED
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YET]. For example:
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<parameters>
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<chrome-light><use>/rendering/scene/chrome-light</use></chrome-light>
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</parameters>
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The type is determined by what is expected by the technique
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attribute that will ultimately receive the value. [There is
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no way to get vector values out of the main property system
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yet; this will be fixed shortly.] Values that are declared
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this way are dynamically updated if the property node
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changes.
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* A property in the parameters section doesn't need to contain
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a constant value; it can also contain a "use" property. Here
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the value of the use clause is the name of a node in an
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external property tree which will be used as the source of a
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value. If the name begins with '/', the node is in
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FlightGear's global property tree; otherwise, it is in a local
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property tree, usually belonging to a model [NOT IMPLEMENTED
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YET]. For example:
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<parameters>
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<chrome-light><use>/rendering/scene/chrome-light</use></chrome-light>
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</parameters>
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The type is determined by what is expected by the technique
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attribute that will ultimately receive the value. [There is
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no way to get vector values out of the main property system
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yet; this will be fixed shortly.] Values that are declared
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this way are dynamically updated if the property node
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changes.
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OpenGL Attributes
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-----------------
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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:
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never, less, equal, lequal, greater, notequal, gequal,
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always
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Valid values for comparision:
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never, less, equal, lequal, greater, notequal, gequal,
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always
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blend - children: active, source, destination, source-rgb,
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source-alpha, destination-rgb, destination-alpha
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Each operand can have the following values:
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dst-alpha, dst-color, one, one-minus-dst-alpha,
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one-minus-dst-color, one-minus-src-alpha,
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one-minus-src-color, src-alpha, src-alpha-saturate,
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src-color, constant-color, one-minus-constant-color,
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constant-alpha, one-minus-constant-alpha, zero
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source-alpha, destination-rgb, destination-alpha
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Each operand can have the following values:
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dst-alpha, dst-color, one, one-minus-dst-alpha,
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one-minus-dst-color, one-minus-src-alpha,
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one-minus-src-color, src-alpha, src-alpha-saturate,
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src-color, constant-color, one-minus-constant-color,
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constant-alpha, one-minus-constant-alpha, zero
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cull-face - front, back, front-back
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lighting - true, false
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material - children: active, ambient, ambient-front, ambient-back, diffuse,
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diffuse-front, diffuse-back, specular, specular-front,
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specular-back, emissive, emissive-front, emissive-back, shininess,
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shininess-front, shininess-back, color-mode
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diffuse-front, diffuse-back, specular, specular-front,
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specular-back, emissive, emissive-front, emissive-back, shininess,
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shininess-front, shininess-back, color-mode
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polygon-mode - children: front, back
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Valid values:
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fill, line, point
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Valid values:
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fill, line, point
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program
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vertex-shader
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fragment-shader
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vertex-shader
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geometry-shader
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fragment-shader
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attribute
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geometry-vertices-out: integer, max number of vertices emitted by geometry shader
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geometry-input-type - points, lines, lines-adjacency, triangles, triangles-adjacency
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geometry-output-type - points, line-strip, triangle-strip
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render-bin - (OSG) children: bin-number, bin-name
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@ -162,25 +165,25 @@ shade-model - flat, smooth
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texture-unit - has several child properties:
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unit - The number of an OpenGL texture unit
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type - This is either an OpenGL texture type or the name of a
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builtin texture. Currently supported OpenGL types are 1d, 2d,
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3d which have the following common parameters:
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type - This is either an OpenGL texture type or the name of a
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builtin texture. Currently supported OpenGL types are 1d, 2d,
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3d which have the following common parameters:
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image (file name)
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filter
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mag-filter
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wrap-s
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wrap-t
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wrap-r
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The following builtin types are supported:
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white - 1 pixel white texture
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noise - a 3d noise texture
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environment
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mode
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color
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filter
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mag-filter
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wrap-s
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wrap-t
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wrap-r
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The following built-in types are supported:
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white - 1 pixel white texture
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noise - a 3d noise texture
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environment
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mode
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color
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uniform
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name
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type - float, float-vec3, float-vec4, sampler-1d, sampler-2d,
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sampler-3d
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name
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type - float, float-vec3, float-vec4, sampler-1d, sampler-2d,
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sampler-3d
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vertex-program-two-side - true, false
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@ -211,8 +214,49 @@ those parameters in its "techniques" section. The derived effect
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overrides any default values that might be in the base effect's
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parameters section.
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Generate
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--------
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Often shader effects need tangent vectors to work properly. These
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tangent vectors, usually called tangent and binormal, are computed
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on the CPU and given to the shader as vertex attributes. These
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vectors are computed on demand on the geometry using the effect if
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the 'generate' clause is present in the effect file. Exemple :
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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<normal type="int">8</normal>
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</generate>
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Valid subnodes of 'generate' are 'tangent', 'binormal' or 'normal'.
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The integer value of these subnode is the index of the attribute
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that will hold the value of the vec3 vector.
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The generate clause is located under PropertyList in the xml file.
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In order to be available for the vertex shader, these data should
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be bound to an attribute in the program clause, like this :
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<program>
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<vertex-shader>my_vertex_shader</vertex-shader>
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<attribute>
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<name>my_tangent_attribute</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>my_binormal_attribute</name>
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<index>7</index>
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</attribute>
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</program>
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attribute names are whatever the shader use. The index is the one
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declared in the 'generate' clause. So because generate/tangent has
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value 6 and my_tangent_attribute has index 6, my_tangent_attribute
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holds the tangent value for the vertex.
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Default Effects in Terrain Materials and Models
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---------------------------------------
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-----------------------------------------------
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Effects for terrain work in this way: for each material type in
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materials.xml an effect is created that inherits from a single default
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@ -233,12 +277,12 @@ variation possible from the OSG model loaders than from the terrain
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system. The parameters created are:
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* material active, ambient, diffuse, specular, emissive,
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shininess, color mode
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* blend active, source, destination
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* shade-model
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* cull-face
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* rendering-hint
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* texture type, image, filter, wrap-s, wrap-t
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shininess, color mode
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* blend active, source, destination
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* shade-model
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* cull-face
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* rendering-hint
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* texture type, image, filter, wrap-s, wrap-t
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Specifying Custom Effects
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-------------------------
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@ -260,3 +304,30 @@ Examples
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The Effects directory contains the effects definitions; look there for
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examples. Effects/crop.eff is a good example of a complex effect.
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Application
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-----------
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To apply an effect to a model or part of a model use:
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<effect>
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<inherits-from>Effects/light-cone</inherits-from>
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<object-name>Cone</object-name>
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</effect>
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where <inherits-from> </inherits-from> contains the path to the effect you want to apply.
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The effect does not need the file extension.
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NOTE:
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Chrome, although now implemented as an effect, still retains the old method of application:
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<animation>
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<type>shader</type>
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<shader>chrome</shader>
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<texture>glass_shader.png</texture>
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<object-name>windscreen</object-name>
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</animation>
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in order to maintain backward compatibility.
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