glversion - returns the version number of OpenGL
extension-supported - returns true if an OpenGL extension is supported
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.
The proper way to test whether to enable a shader-based technique is:
+ <predicate>
+ <and>
+ <property>/sim/rendering/shader-effects</property>
+ <less-equal>
+ <value type="float">1.0</value>
+ <shader-language/>
+ </less-equal>
+ </and>
+ </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">1.0</value>
- <shader-language/>
- </less-equal>
+ <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
Scene Graph StateSet. Ultimately all OpenGL and OSG modes and state
effect. For example, effects that support transparent and opaque
geometry could have as part of a technique:
- <blend>
- <active><use>blend/active</use></active>
- <source>src-alpha</source>
- <destination>one-minus-src-alpha</destination>
- </blend>
+ <blend>
+ <active><use>blend/active</use></active>
+ <source>src-alpha</source>
+ <destination>one-minus-src-alpha</destination>
+ </blend>
So if the blend/active parameter is true blending will be activated
using the usual blending equation; otherwise blending is disabled.
Values are assigned to technique properties in several ways:
* They can appear directly in the techniques section as a
- constant. For example:
- <uniform>
- <name>ColorsTex</name>
- <type>sampler-1d</type>
- <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>
- <ambient><use>material/ambient</use></ambient>
- </material>
- Then, in the parameters section of the effect:
- <parameters>
- <material>
- <ambient type="vec4d">
- 0.2 .2 0.2 1.0
- </ambient>
- </material>
- </parameters>
-
- 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.
+ constant. For example:
+ <uniform>
+ <name>ColorsTex</name>
+ <type>sampler-1d</type>
+ <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>
+ <ambient><use>material/ambient</use></ambient>
+ </material>
+ Then, in the parameters section of the effect:
+ <parameters>
+ <material>
+ <ambient type="vec4d">0.2 0.2 0.2 1.0</ambient>
+ </material>
+ </parameters>
+
+ 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:
alpha-test - children: active, comparison, reference
- Valid values for comparision:
- never, less, equal, lequal, greater, notequal, gequal,
- always
+ 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
+ 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
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
+ diffuse-front, diffuse-back, specular, specular-front,
+ specular-back, emissive, emissive-front, emissive-back, shininess,
+ shininess-front, shininess-back, color-mode
polygon-mode - children: front, back
- Valid values:
- fill, line, point
+ Valid values:
+ fill, line, point
program
- vertex-shader
- fragment-shader
+ vertex-shader
+ geometry-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
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
- builtin texture. Currently supported OpenGL types are 1d, 2d,
- 3d which have the following common parameters:
+ type - This is either an OpenGL texture type or the name of a
+ builtin texture. Currently supported OpenGL types are 1d, 2d,
+ 3d which have the following common parameters:
image (file name)
- filter
- mag-filter
- wrap-s
- wrap-t
- wrap-r
- The following builtin types are supported:
- white - 1 pixel white texture
- noise - a 3d noise texture
- environment
- mode
- color
+ filter
+ mag-filter
+ wrap-s
+ wrap-t
+ wrap-r
+ mipmap-control - controls how the mipmap levels are computed.
+ Each color channel can be computed with different functions
+ among average, sum, product, min and max. For example :
+ <function-r>average</function-r>
+ <function-a>min</function-a>
+ function-r - function for red
+ function-g - function for green
+ function-b - function for blue
+ function-a - function for alpha
+ The following built-in types are supported:
+ white - 1 pixel white texture
+ noise - a 3d noise texture
+ environment
+ mode
+ color
uniform
- name
- type - float, float-vec3, float-vec4, sampler-1d, sampler-2d,
- sampler-3d
+ name
+ type - float, float-vec3, float-vec4, sampler-1d, sampler-2d,
+ sampler-3d
vertex-program-two-side - true, false
overrides any default values that might be in the base effect's
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
----------------------------------------
+-----------------------------------------------
Effects for terrain work in this way: for each material type in
materials.xml an effect is created that inherits from a single default
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
+ shininess, color mode
+ * blend active, source, destination
+ * shade-model
+ * cull-face
+ * rendering-hint
+ * texture type, image, filter, wrap-s, wrap-t
Specifying Custom Effects
-------------------------
The Effects directory contains the effects definitions; look there for
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.
+