CVS: data/Effects reflect.eff,1.1,1.2
Vivian Meazza <[email protected]>
| Newsgroups | gmane.games.flightgear.cvc |
|---|---|
| Message-ID | <[email protected]> |
Update of /var/cvs/FlightGear-0.9/data/Effects In directory baron.flightgear.org:/tmp/cvs-serv24315 Modified Files: reflect.eff Log Message: Tie reflectivity to material shininess, and provide more user control via parameters. Perpare for cube cross textures. Index: reflect.eff =================================================================== RCS file: /var/cvs/FlightGear-0.9/data/Effects/reflect.eff,v retrieving revision 1.1 retrieving revision 1.2 diff -u -r1.1 -r1.2 --- reflect.eff 28 Mar 2010 11:17:51 -0000 1.1 +++ reflect.eff 31 Mar 2010 09:12:26 -0000 1.2 @@ -1,4 +1,46 @@ <?xml version="1.0" encoding="utf-8"?> +<!-- Reflections + +PARAMETERS: There are two forms of cube map texture:- vertical cross and 6 images. +Either can be used - alternative forms are shown in <parameters> and in <texture-unit> + +The reflection is set proportional to the shininess of the material. Thus by +varying the material shininess value over or between objects the amount of +refection can be controlled. The overall amount of reflection may be +adjusted by the use of <refl_correction> -1.0 (fully transparent)- 1.0 (fully opaque). + +The overall values of the coloured fringing or fresnel effect may be adjusted +by the use of <rainbowiness> and <fresneliness>. + +If your result is too dark/too light the overall ambient light value can be adjusted +by the use of <ambient_correction>. This correction also takes out some of the blueness +added as default to compensate for the lack of reflection. + +USE: To use the default reflection effect (controlled by material shininess values) use + + <effect> + <inherits-from>Effects/reflect</inherits-from> + <object-name>Fuselage</object-name> + </<effect> + + To use your own reflection effectuse + + <effect> + <inherits-from>Aircraft/Lightning/Models/Effects/lightningreflect</inherits-from> + <object-name>Fuselage</object-name> + </<effect> + +in your model file. + +To use your own effect place your efffect file containing something like this: + + <name>Effects/lightningreflect</name> + <inherits-from>Effects/reflect</inherits-from> + + and the the modified tags in the path as above + +EXAMPLES: You can find examples of both usages in the Hunter and Lightning models. +--> <PropertyList> <name>Effects/reflect</name> <inherits-from>Effects/model-default</inherits-from> @@ -6,6 +48,10 @@ <parameters> <texture n="5"> <type>cubemap</type> + <!-- use this form for a cube cross --> + <!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky.jpg</image>--> + + <!-- use this form for a 6 image cube map --> <images> <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x> <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x> @@ -14,6 +60,7 @@ <positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z> <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z> </images> + </texture> <texture n="6"> <image>Aircraft/Generic/Effects/Rainbow.png</image> @@ -31,10 +78,14 @@ </texture> <rendering-hint>transparent</rendering-hint> <shade-model>smooth</shade-model> + <rainbowiness>0.075</rainbowiness> + <fresneliness>0.075</fresneliness> + <refl_correction>0.0</refl_correction> + <ambient_correction>0.1</ambient_correction> </parameters> <technique n="9"> - + <predicate> <and> <property>/sim/rendering/shader-effects</property> @@ -52,7 +103,7 @@ </or> </and> </predicate> - + <pass> <lighting>true</lighting> <material> @@ -98,7 +149,7 @@ <rendering-hint> <use>rendering-hint</use> </rendering-hint> - + <texture-unit> <unit>0</unit> <image> @@ -117,12 +168,19 @@ <use>texture[0]/internal-format</use> </internal-format> </texture-unit> - + <texture-unit> <unit>5</unit> <type> <use>texture[5]/type</use> </type> + + <!-- use this form for a cube cross --> + <!--<image> + <use>texture[5]/image</use> + </image>--> + + <!-- use this form for a 6 image cube map --> <images> <use>texture[5]/images</use> </images> @@ -212,29 +270,34 @@ <uniform> <name>rainbowiness</name> <type>float</type> - <value type="float">0.1</value> + <value><use>rainbowiness</use></value> </uniform> <!-- set the amount of fresnel effect colour 0.0 - 1.0 --> <uniform> <name>fresneliness</name> <type>float</type> - <value type="float">0.1</value> + <value><use>fresneliness</use></value> </uniform> - <!-- set the amount of tranparency 0.0 (fully tranaparent) - - 1.0 (fully opaque) --> + <!-- The reflection is set proportional to the shininess of the material. + The amount of reflection may be adjusted by the use of this correction + -1.0 (fully transparent)- 1.0 (fully opaque) --> <uniform> - <name>transparency</name> + <name>refl_correction</name> <type>float</type> - <value type="float">0.4</value> + <value> + <use>refl_correction</use> + </value> </uniform> - <!-- set the amount of ambient light correction 0.0 -1.0 --> + <!-- set the amount of ambient light correction 0.0 - 1.0 --> <uniform> - <name>correction</name> + <name>ambient_correction</name> <type>float</type> - <value type="float">0.2</value> + <value> + <use>ambient_correction</use> + </value> </uniform> </pass> </technique> ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. 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