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1,019 bytes added ,  8 November 2019
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A buffer represents a texture or, more generically, a region of GPU memory.
A buffer represents a texture or, more generically, a region of GPU memory.


{|cellpadding=10|
|valign=top style="width: 30%;"|
<syntaxhighlight lang="xml">
<buffer>
  <name>sun-shadowmap-atlas</name>
  <type>2d</type>
  <width><property>/sim/rendering/als/shadows/sun-atlas-size</property></width>
  <height><property>/sim/rendering/als/shadows/sun-atlas-size</property></height>
  <format>depth32f</format>
  <wrap-s>clamp-to-border</wrap-s>
  <wrap-t>clamp-to-border</wrap-t>
  <min-filter>linear</min-filter>
  <mag-filter>linear</mag-filter>
  <border-color type="vec4d">1.0 1.0 1.0 1.0</border-color>
  <shadow-comparison>true</shadow-comparison>
</buffer>
</syntaxhighlight>
|valign=top style="width: 70%;"|
{| class="wikitable" style="text-align: center; font-size: 85%; width: auto; table-layout: fixed;
{| class="wikitable" style="text-align: center; font-size: 85%; width: auto; table-layout: fixed;
! scope="col" | Parameter Name
! scope="col" | Parameter Name
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! scope="row"| <tt>width</tt>
! scope="row"| <tt>width</tt>
| {{No}}
| {{No}}
| Any unsigned integer or <tt>screen</tt> to use the physical viewport width
| Any unsigned integer or <tt>screen</tt> to use the physical viewport width. The <code><property></code> tag can also be used to use a property value
|
|
| Texture width
| Texture width
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! scope="row"| <tt>height</tt>
! scope="row"| <tt>height</tt>
| {{No}}
| {{No}}
| Any unsigned integer or <tt>screen</tt> to use the physical viewport height
| Any unsigned integer or <tt>screen</tt> to use the physical viewport height. The <code><property></code> tag can also be used to use a property value
|
|
| Texture height
| Texture height
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! scope="row"| <tt>depth</tt>
! scope="row"| <tt>depth</tt>
| {{No}}
| {{No}}
| int
| Any unsigned integer. The <code><property></code> tag can also be used to use a property value
|
|
| Texture depth
| Texture depth
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| <tt>clamp-to-border</tt>
| <tt>clamp-to-border</tt>
| They change the wrap mode for each coordinate
| They change the wrap mode for each coordinate
|-
! scope="row"| <tt>anisotropy</tt>
| {{Yes}}
| float
| <tt>1.0</tt>
|
|-
! scope="row"| <tt>border-color</tt>
| {{Yes}}
| vec4
| <tt>(0.0f, 0.0f, 0.0f, 0.0f)</tt>
|
|-
! scope="row"| <tt>shadow-comparison</tt>
| {{Yes}}
| bool
| <tt>true</tt>
|
|-
! scope="row"| <tt>shadow-texture-mode</tt>
| {{Yes}}
| <tt>luminance, intensity, alpha</tt>
| <tt>luminance</tt>
|
|-
! scope="row"| <tt>shadow-compare-func</tt>
| {{Yes}}
| <tt>never, less, equal, lequal, greater, notequal, gequal, always</tt>
| <tt>lequal</tt>
|
|}
|}
|}
A typical [[PropertyList XML File|property tree structure]] describing a buffer may be as follows:
<syntaxhighlight lang="xml">
<buffer>
  <name>color</name>
  <type>2d</type>
  <width>screen</width>
  <height>screen</height>
  <screen-width-scale>1.5</screen-width-scale>
  <screen-height-scale>1.5</screen-height-scale>
  <format>rgba8</format>
</buffer>
</syntaxhighlight>


=== Passes ===
=== Passes ===
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