MAPPERS.TXT 3.7 KB

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  1. MAPPER_NAME
  2. Description:
  3. What the mapper does
  4. Params:
  5. What to type in the argument space
  6. <Argument Name> = (type) <default value>
  7. e.g. if it says
  8. UPerSec=(float) 0.0;
  9. it means you have to type in
  10. UPerSec=1.0;
  11. to get your U coordinate scrolling at one unit per second and it has to be a float. If you don't type anything the
  12. default value is 0.0.
  13. Types:
  14. (float) - any real number
  15. (int) - any integer
  16. (bool) - either TRUE or FALSE
  17. LINEAR_OFFSET
  18. Description:
  19. Makes the texture scroll at the speed specified
  20. Params:
  21. UPerSec=(float) 0.0;
  22. VPerSec=(float) 0.0;
  23. UScale=(float) 1.0;
  24. VScale=(float) 1.0;
  25. CLASSIC_ENVIRONMENT
  26. Description:
  27. Uses the Normals to look up the environment map
  28. ENVIRONMENT
  29. Description:
  30. Uses the Reflection direction to look up the environment map
  31. SCREEN
  32. Description:
  33. Projects takes the screen coordinate as the UV coordinate
  34. Params:
  35. UScale=(float) 1.0f;
  36. VScale=(float) 1.0f;
  37. SILHOUETTE
  38. Description: Obsolete, not supported
  39. SCALE
  40. Description:
  41. Scales the UV coordinates. Useful for detail mapping.
  42. Params:
  43. UScale=(float) 1.0f;
  44. VScale=(float) 1.0f;
  45. GRID
  46. Description:
  47. Given a texture that is divided up in to a grid, it animates the texture by looking
  48. up the texture from the topleft to the bottom right, going left to right and then
  49. top to bottom (the same way you would read English text). The texture map must be divided
  50. up evenly.
  51. Params:
  52. FPS=(float) 1.0f; The frames per second
  53. Log2Width=(int) 1; So 0=width 1, 1=width 2, 2=width 4. The default means animate using a texture divided up into quarters.
  54. Last=(int) GridWidth*GridWidth; The last frame to use
  55. ROTATE
  56. Description:
  57. Rotates a texture map counterclockwise about a specified center then scales the texture
  58. Params:
  59. Speed=(float) 0.1f; In Hertz. 1 = 1 rotate per second
  60. UCenter=(float) 0.0f;
  61. VCenter=(float) 0.0f;
  62. UScale=(float) 1.0;
  63. VScale=(float) 1.0;
  64. SINE_LINEAR_OFFSET
  65. Description:
  66. Moves the texture map in the shape of a Lissajous figure.
  67. Params:
  68. UAmp=(float) 1.0f;
  69. UFreq=(float) 1.0f;
  70. UPhase=(float) 0.0f;
  71. VAmp=(float) 1.0f;
  72. VFreq=(float) 1.0f;
  73. VPhase=(float) 0.0f;
  74. STEP_LINEAR_OFFSET
  75. Description:
  76. Similar to Linear Offset but moves stuff around in discrete steps
  77. Params:
  78. UStep=(float) 0.0f;
  79. VStep=(float) 0.0f;
  80. SPS=(float) 0.0f; Steps per second
  81. ZIGZAG_LINEAR_OFFSET
  82. Description:
  83. Similar to Linear Offset but reverses direction periodically.
  84. Params:
  85. UPerSec=(float) 0.0f;
  86. VPerSec=(float) 0.0f;
  87. Period=(float) 0.0f; Time it takes to make a zigzag in seconds
  88. WS_CLASSIC_ENVIRONMENT
  89. Description:
  90. World space normal environment map
  91. WS_ENVIRONMENT
  92. Description:
  93. World space reflection environment map
  94. GRID_CLASSIC_ENVIRONMENT
  95. Description:
  96. Animated normal environment map
  97. GRID_ENVIRONMENT
  98. Description:
  99. Animated reflection environtment map
  100. RANDOM
  101. Description: Randomly rotates and translates a texture with linear offset
  102. FPS=(float) 0.0f; Frames per second
  103. UPerSec=(float) 0.0;
  104. VPerSec=(float) 0.0;
  105. EDGE
  106. Description: Uses the Z-coordinate of the reflection or normal vector to access the U coordinate
  107. The V-coordinate is linear offset
  108. VPerSec=(float) 0.0
  109. UseReflect=FALSE
  110. VStart=(float) 0.0
  111. BUMPENV
  112. Description: Sets up and possibly animates the bump matrix, also has the LinearOffset features
  113. NOTE: even if you don't want to animate the bump matrix, you should use this mapper
  114. so that the matrix gets set up with the identity settings.
  115. BumpRotation = (float) 0.1f; In Hertz. 1 = 1 rotate per second (DEFAULT = 0.0)
  116. BumpScale = scale factor applied to the bumps (DEFAULT = 1.0)
  117. UPerSec=(float) 0.0;
  118. VPerSec=(float) 0.0;
  119. UScale=(float) 1.0;
  120. VScale=(float) 1.0;
  121. -----------
  122. TODO:
  123. -the ability to affect the period of the zigzag in only one direction (V) while the other (U) continues to offset undisturbed in the original linear fashion.
  124. -groovy scaling
  125. -scale random
  126. -random mapper random time