X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=docs-mini%2FREADME.effects;h=0e2814e7c28d9b00373f796315a48c70cb06e7c3;hb=10e6cc016bcfe39332dce2f360eaa90ff8366cf2;hp=d5aa72721ca039dda05f58a2e166b8e54af091a5;hpb=122d7c92cc942ba63122435da0c0504b950ce56e;p=flightgear.git diff --git a/docs-mini/README.effects b/docs-mini/README.effects index d5aa72721..0e2814e7c 100644 --- a/docs-mini/README.effects +++ b/docs-mini/README.effects @@ -1,203 +1,360 @@ - - - - - city - - - - - 0.0 0.0 0.0 1.0 - - - .5 .5 .5 1.0 - - - 0.3 0.3 0.3 1.0 - - - 0.0 0.0 0.0 1.0 - - 1.2 - - - - city.png - linear-mipmap-linear - - clamp - clamp-to-edge - - - normalized - - - - - detail.png - linear-mipmap-linear - - clamp - clamp-to-edge - - - normalized - - - .05 - 0 0 1 1.5708 - - - - - - - 2.0 - - - - GL_ARB_shader_objects - GL_ARB_shading_language_100 - GL_ARB_vertex_shader - GL_ARB_fragment_shader - - - - - true - - material/ambient - material/diffuse - material/specular - material/shininess - - - texture[0]/texture2d - - - texture[1]/texture2d - - - bumpHeight - float - bump-height - - - patternRotation - float-vec4 - pattern-rotation - - - baseTexture - sampler-2d - 0 - - - detailTexture - sampler-2d - 1 - - - - - "Shaders/util.vert" - - - "Shaders/foo.vert" - - - "Shaders/foo.frag" - - - - - - - - true - - material/ambient - material/diffuse - material/specular - - - texture[0]/texture2d - - - - - +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 +of varying capabilities. Effects are similar to DirectX effects files +and Ogre3D material scripts. + +An effect is a property list. The property list syntax is extended +with new "vec3d" and "vec4d" types to support common computer graphics +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 characteristics of objects that use the effect. Techniques +refer to these parameters and use them to set OpenGL state or to set +parameters for shader programs. The names of properties in the +parameter section can be whatever the effects author chooses, although +some standard parameters are set by FlightGear itself. On the other +hand, the properties in the techniques section are all defined by the +FlightGear. + +Techniques +---------- + +A technique can contain a predicate that describes the OpenGL +functionality required to support the technique. The first +technique with a valid predicate in the list of techniques is used +to set up the graphics state of the effect. A technique with no +predicate is always assumed to be valid. The predicate is written in a +little expression language that supports the following primitives: + +and, or, equal, less, less-equal +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: + + + /sim/rendering/shader-effects + + 1.0 + + + + + +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 : + + + /sim/rendering/shader-effects + + 2.0 + /sim/rendering/quality-level + + + + + +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 +attributes will be accessable in techniques. State attributes -- that +is, technique properties that have children and are not just boolean +modes -- have an parameter which enables or disables the +attribute. In this way a technique can declare parameters it needs, +but not enable the attribute at all if it is not needed; the decision +can be based on a parameter in the parameters section of the +effect. For example, effects that support transparent and opaque +geometry could have as part of a technique: + + + blend/active + src-alpha + one-minus-src-alpha + + +So if the blend/active parameter is true blending will be activated +using the usual blending equation; otherwise blending is disabled. + +Values of Technique Attributes +------------------------------ + +Values are assigned to technique properties in several ways: + + * They can appear directly in the techniques section as a + constant. For example: + + ColorsTex + sampler-1d + 2 + + * The name of a property in the parameters section can be + referenced using a "use" clause. For example, in the technique + section: + + material/ambient + + Then, in the parameters section of the effect: + + + 0.2 0.2 0.2 1.0 + + + + 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: + + /rendering/scene/chrome-light + + 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 + +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 + +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 + +polygon-mode - children: front, back + Valid values: + fill, line, point + +program + 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 + +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 + 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 + 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 : + average + min + 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 + +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 +the "inherits-from" form. The child effect's property tree is +overlaid over that of the parent. Nodes that have the same name and +property index -- set by the "n=" attribute in the property tag -- +are recursively merged. Leaf property nodes from the child have +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. 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. + +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 : + + + 6 + 7 + 8 + + +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 : + + + my_vertex_shader + + my_tangent_attribute + 6 + + + my_binormal_attribute + 7 + + + +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 +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 +-------- + +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: + + + Effects/light-cone + Cone + + +where 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: + + + shader + chrome + glass_shader.png + windscreen + + +in order to maintain backward compatibility. +