0876456a22
Further GUI Editor improvements
139 lines
4.3 KiB
INI
139 lines
4.3 KiB
INI
// Bank file name
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bank_name = "../smallbank/smallbank/snowballs.smallbank";
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bankfar_name = "../farbank/farbank/snowballs.farbank";
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// Search pathes
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search_pathes =
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{
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"../ig/ig_land", // Instance group directory
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"../ig/ig_other", // Instance group directory
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"../shape/shape", // Shape directory
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"../shape/shape_with_coarse_mesh", // Shape directory
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"../zone_light/water_shapes_lighted", // Water shape lighted directory
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};
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// Additional ig file name
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additionnal_ig =
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{
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};
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// Sun direction.
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sun_direction = { -0.5, +0.0, -0.85 };
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// Load instance group. 0 disable, 1 enable
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load_ig = 0;
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// Use ig to compute dependencies 0 disable, 1 enable
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compute_dependencies_with_igs = 0;
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// Enable shadows. 0 disable, 1 enable
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shadow = 0;
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// Center of the landscape pointed by the sun
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sun_center = {18096, -25440, 0};
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// Distance of the sun
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sun_distance = 50000;
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// FOV of the sun in radian
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sun_fov = 0.52359877; // Pi / 6
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// Sun radius, (for softshadow sampling)
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sun_radius = 5000;
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// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
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zbuffer_landscape_size = 32768;
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// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
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zbuffer_object_size = 98304;
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// Square root of the number of soft shadow samples
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soft_shadow_samples_sqrt = 4;
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// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
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soft_shadow_jitter = 0.4;
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// Enable the sun contribution. 0 disable, 1 enable
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sun_contribution = 1;
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// Enable the sky global illumaniation. 0 disable, 1 enable
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sky_contribution = 0;
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// The sky global illumaniation intensity . [0 ~ 1]
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sky_intensity = 0.25;
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// Accuracy of the sky global illumaniation algorithm in meter
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global_illumination_cell_size = 5;
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// shadow bias for water surfaces
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water_shadow_bias = 0.8;
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// ambient lighting for water. [0 ~ 1]
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water_ambient = 0.3;
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// diffuse lighting for water. [0 ~ 1]
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water_diffuse = 1.0;
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// true if the water color should be modulated with the source diffuse map
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modulate_water_color = 0;
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// 1 if the water should receive sky lighting contribution
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sky_contribution_for_water = 0;
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// Side length of landscape used to compute the sky global illumaniation in meter
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global_illumination_length = 600;
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// Size of the quad grid side in meter. Should be a power of 2. (optimisation)
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quad_grid_size = 512;
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// Size of a cell of the quad grid in meter. (optimisation)
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quad_grid_cell_size = 1;
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// Number of CPU used to calculate the lightmaps. 0 for automatic detection.
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cpu_num = 0;
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/// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
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/// are above, below, or intersect a water surface (rough approximation).
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/// As a matter of fact, these flags are processed during hte lighting as well.
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vegetable_height = 2;
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// ***************************
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// Ig Lighting.
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// ***************************
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// Ig lighting shares also above parameters: sun_direction, shadow, quad_grid_size, quad_grid_cell_size, shapes_path
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// Oversampling value, must be 0 (disable), 2, 4, 8, 16
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// This apply to surface cells and instances.
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ig_oversampling = 16;
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// IG Surface Lighting (for ig_light process only)
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// GlobalRetriever bank file.gr. Empty string to disable SurfaceLighting
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grbank= "../rbank/output/snowballs.gr";
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// LocalRetriever bank file .rbank. Empty string to disable SurfaceLighting
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rbank= "../rbank/output/snowballs.rbank";
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// If SurfaceLighting enabled, define size of a cell (in meters) in a surface.
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cell_surface_light_size = 1.5;
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// If SurfaceLighting enabled, define a deltaZ before raytracing cellPos against lights. Usefull to skip shadow errors like stairs
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cell_raytrace_delta_z = 0.2;
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// The lighter search in rbank any retriever with identifier ---igname*** as substring
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// where --- is col_identifier_prefix and *** is col_identifier_suffix
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// eg: if igname= "street", col_identifier_prefix= "col_", col_identifier_suffix= "_",
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// then "col_street_1" and "col_street_2" are valid and are used to build LightSurface infos in the Ig.
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col_identifier_prefix= "";
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col_identifier_suffix= "";
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// Build debug surface shapes (slows the process)
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build_debug_surface_shape= 0;
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