Merge branch 'fred/effects-doc'
This commit is contained in:
commit
7f09aa4775
1 changed files with 181 additions and 92 deletions
|
@ -35,6 +35,7 @@ and, or, equal, less, less-equal
|
||||||
glversion - returns the version number of OpenGL
|
glversion - returns the version number of OpenGL
|
||||||
extension-supported - returns true if an OpenGL extension is supported
|
extension-supported - returns true if an OpenGL extension is supported
|
||||||
property - returns the boolean value of a property
|
property - returns the boolean value of a property
|
||||||
|
float-property - returns the float value of a property, useful inside equal, less or less-equal nodes
|
||||||
shader-language - returns the version of GLSL supported, or 0 if there is none.
|
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:
|
The proper way to test whether to enable a shader-based technique is:
|
||||||
|
@ -48,6 +49,23 @@ The proper way to test whether to enable a shader-based technique is:
|
||||||
</and>
|
</and>
|
||||||
</predicate>
|
</predicate>
|
||||||
|
|
||||||
|
There is also a property set by the user to indicate what is the level
|
||||||
|
of quality desired. This level of quality can be checked in the predicate
|
||||||
|
like this :
|
||||||
|
<predicate>
|
||||||
|
<and>
|
||||||
|
<property>/sim/rendering/shader-effects</property>
|
||||||
|
<less-equal>
|
||||||
|
<value type="float">2.0</value>
|
||||||
|
<float-property>/sim/rendering/quality-level</float-property>
|
||||||
|
</less-equal>
|
||||||
|
<!-- other predicate conditions -->
|
||||||
|
</and>
|
||||||
|
</predicate>
|
||||||
|
|
||||||
|
The range of /sim/rendering/quality-level is [0..5]
|
||||||
|
* 2.0 is the threshold for relief mapping effects,
|
||||||
|
* 4.0 is the threshold for geometry shader usage.
|
||||||
|
|
||||||
A technique can consist of several passes. A pass is basically an Open
|
A technique can consist of several passes. A pass is basically an Open
|
||||||
Scene Graph StateSet. Ultimately all OpenGL and OSG modes and state
|
Scene Graph StateSet. Ultimately all OpenGL and OSG modes and state
|
||||||
|
@ -90,9 +108,7 @@ Values are assigned to technique properties in several ways:
|
||||||
Then, in the parameters section of the effect:
|
Then, in the parameters section of the effect:
|
||||||
<parameters>
|
<parameters>
|
||||||
<material>
|
<material>
|
||||||
<ambient type="vec4d">
|
<ambient type="vec4d">0.2 0.2 0.2 1.0</ambient>
|
||||||
0.2 .2 0.2 1.0
|
|
||||||
</ambient>
|
|
||||||
</material>
|
</material>
|
||||||
</parameters>
|
</parameters>
|
||||||
|
|
||||||
|
@ -152,7 +168,12 @@ polygon-mode - children: front, back
|
||||||
|
|
||||||
program
|
program
|
||||||
vertex-shader
|
vertex-shader
|
||||||
|
geometry-shader
|
||||||
fragment-shader
|
fragment-shader
|
||||||
|
attribute
|
||||||
|
geometry-vertices-out: integer, max number of vertices emitted by geometry shader
|
||||||
|
geometry-input-type - points, lines, lines-adjacency, triangles, triangles-adjacency
|
||||||
|
geometry-output-type - points, line-strip, triangle-strip
|
||||||
|
|
||||||
render-bin - (OSG) children: bin-number, bin-name
|
render-bin - (OSG) children: bin-number, bin-name
|
||||||
|
|
||||||
|
@ -171,7 +192,7 @@ texture-unit - has several child properties:
|
||||||
wrap-s
|
wrap-s
|
||||||
wrap-t
|
wrap-t
|
||||||
wrap-r
|
wrap-r
|
||||||
The following builtin types are supported:
|
The following built-in types are supported:
|
||||||
white - 1 pixel white texture
|
white - 1 pixel white texture
|
||||||
noise - a 3d noise texture
|
noise - a 3d noise texture
|
||||||
environment
|
environment
|
||||||
|
@ -211,8 +232,49 @@ those parameters in its "techniques" section. The derived effect
|
||||||
overrides any default values that might be in the base effect's
|
overrides any default values that might be in the base effect's
|
||||||
parameters section.
|
parameters section.
|
||||||
|
|
||||||
|
Generate
|
||||||
|
--------
|
||||||
|
|
||||||
|
Often shader effects need tangent vectors to work properly. These
|
||||||
|
tangent vectors, usually called tangent and binormal, are computed
|
||||||
|
on the CPU and given to the shader as vertex attributes. These
|
||||||
|
vectors are computed on demand on the geometry using the effect if
|
||||||
|
the 'generate' clause is present in the effect file. Exemple :
|
||||||
|
|
||||||
|
<generate>
|
||||||
|
<tangent type="int">6</tangent>
|
||||||
|
<binormal type="int">7</binormal>
|
||||||
|
<normal type="int">8</normal>
|
||||||
|
</generate>
|
||||||
|
|
||||||
|
Valid subnodes of 'generate' are 'tangent', 'binormal' or 'normal'.
|
||||||
|
The integer value of these subnode is the index of the attribute
|
||||||
|
that will hold the value of the vec3 vector.
|
||||||
|
|
||||||
|
The generate clause is located under PropertyList in the xml file.
|
||||||
|
|
||||||
|
In order to be available for the vertex shader, these data should
|
||||||
|
be bound to an attribute in the program clause, like this :
|
||||||
|
|
||||||
|
<program>
|
||||||
|
<vertex-shader>my_vertex_shader</vertex-shader>
|
||||||
|
<attribute>
|
||||||
|
<name>my_tangent_attribute</name>
|
||||||
|
<index>6</index>
|
||||||
|
</attribute>
|
||||||
|
<attribute>
|
||||||
|
<name>my_binormal_attribute</name>
|
||||||
|
<index>7</index>
|
||||||
|
</attribute>
|
||||||
|
</program>
|
||||||
|
|
||||||
|
attribute names are whatever the shader use. The index is the one
|
||||||
|
declared in the 'generate' clause. So because generate/tangent has
|
||||||
|
value 6 and my_tangent_attribute has index 6, my_tangent_attribute
|
||||||
|
holds the tangent value for the vertex.
|
||||||
|
|
||||||
Default Effects in Terrain Materials and Models
|
Default Effects in Terrain Materials and Models
|
||||||
---------------------------------------
|
-----------------------------------------------
|
||||||
|
|
||||||
Effects for terrain work in this way: for each material type in
|
Effects for terrain work in this way: for each material type in
|
||||||
materials.xml an effect is created that inherits from a single default
|
materials.xml an effect is created that inherits from a single default
|
||||||
|
@ -260,3 +322,30 @@ Examples
|
||||||
|
|
||||||
The Effects directory contains the effects definitions; look there for
|
The Effects directory contains the effects definitions; look there for
|
||||||
examples. Effects/crop.eff is a good example of a complex effect.
|
examples. Effects/crop.eff is a good example of a complex effect.
|
||||||
|
|
||||||
|
Application
|
||||||
|
-----------
|
||||||
|
|
||||||
|
To apply an effect to a model or part of a model use:
|
||||||
|
|
||||||
|
<effect>
|
||||||
|
<inherits-from>Effects/light-cone</inherits-from>
|
||||||
|
<object-name>Cone</object-name>
|
||||||
|
</effect>
|
||||||
|
|
||||||
|
where <inherits-from> </inherits-from> contains the path to the effect you want to apply.
|
||||||
|
The effect does not need the file extension.
|
||||||
|
|
||||||
|
NOTE:
|
||||||
|
|
||||||
|
Chrome, although now implemented as an effect, still retains the old method of application:
|
||||||
|
|
||||||
|
<animation>
|
||||||
|
<type>shader</type>
|
||||||
|
<shader>chrome</shader>
|
||||||
|
<texture>glass_shader.png</texture>
|
||||||
|
<object-name>windscreen</object-name>
|
||||||
|
</animation>
|
||||||
|
|
||||||
|
in order to maintain backward compatibility.
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue