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The ALS Landing Lights/Spotlight is a good example for showing how to incorporate a shader effect into [[Flightgear]] as it touches many parts of the visuals we see and many parts of the coding pipeline.
 
The ALS Landing Lights/Spotlight is a good example for showing how to incorporate a shader effect into [[Flightgear]] as it touches many parts of the visuals we see and many parts of the coding pipeline.
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===Program Flow Simplified===
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Preferences/Nasal/XML >> Property Tree >> Effect File >> Shader >> Rendered to Screen
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{{Note|add pipeline flow here}}
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===Preferences/Nasal/XML===
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Any combination of Preferences, Nasal or XML manipulates data in the property tree.
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In this case the switch to turn on the landing or spot light and a couple other needed data containers are defined in $FG_ROOT/preferences.xml with the following lines.
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<als-secondary-lights>
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  <use-searchlight type="bool">false</use-searchlight>
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  <use-landing-light type="bool">false</use-landing-light>
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  <use-alt-landing-light type="bool">false</use-alt-landing-light>
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  <landing-light1-offset-deg type="float">0.0</landing-light1-offset-deg>
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  <landing-light2-offset-deg type="float">0.0</landing-light2-offset-deg>
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</als-secondary-lights>
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===Effects File===
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{{Note|need link to Effects Doc here}}
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*Parameters
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Parameters
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*Shader Program
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*Uniforms
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===Shader Program===
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*Uniform Input
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*Variable Assignments
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*Main Program
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*** fragment water-ALS-high.frag & secondary_lights.frag
 
*** fragment water-ALS-high.frag & secondary_lights.frag
 
** adds uniforms (technique 2)
 
** adds uniforms (technique 2)
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