X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=docs-mini%2FREADME.effects;h=0e2814e7c28d9b00373f796315a48c70cb06e7c3;hb=e008f610d1d3c14d92a5745eab1d568417308dd1;hp=f6d2b3159eb69d7f4d8e765b44c78089c09cd88c;hpb=15b6c431c051d04d501b12b5a47ca721964017f1;p=flightgear.git diff --git a/docs-mini/README.effects b/docs-mini/README.effects index f6d2b3159..0e2814e7c 100644 --- a/docs-mini/README.effects +++ b/docs-mini/README.effects @@ -35,19 +35,37 @@ 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 - - 1.0 - - + + 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 @@ -60,11 +78,11 @@ 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 - + + 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. @@ -75,84 +93,87 @@ 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 .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. + 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 + 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 @@ -162,25 +183,34 @@ 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: + 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 : + 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 + name + type - float, float-vec3, float-vec4, sampler-1d, sampler-2d, + sampler-3d vertex-program-two-side - true, false @@ -211,8 +241,49 @@ 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 @@ -233,12 +304,12 @@ 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 + shininess, color mode + * blend active, source, destination + * shade-model + * cull-face + * rendering-hint + * texture type, image, filter, wrap-s, wrap-t Specifying Custom Effects ------------------------- @@ -260,3 +331,30 @@ 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. +