DefaultLightShareScript
From OpenSimulator
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<source lang="lsl"> | <source lang="lsl"> | ||
// | // | ||
− | // Default LightShare Script | + | // Default LightShare Script Example |
// Author: djphil | // Author: djphil | ||
// | // | ||
+ | // Define a list of settings for LightShare | ||
list settings = [ | list settings = [ | ||
− | WL_WATER_COLOR, <4.0, 38.0, 64.0>, | + | WL_WATER_COLOR, <4.0, 38.0, 64.0>, // Set water color |
− | WL_WATER_FOG_DENSITY_EXPONENT, 4.0, | + | WL_WATER_FOG_DENSITY_EXPONENT, 4.0, // Set water fog density exponent |
− | WL_UNDERWATER_FOG_MODIFIER, 0.25, | + | WL_UNDERWATER_FOG_MODIFIER, 0.25, // Set underwater fog modifier |
− | WL_REFLECTION_WAVELET_SCALE, <2.0,2.0,2.0>, | + | WL_REFLECTION_WAVELET_SCALE, <2.0, 2.0, 2.0>, // Set reflection wavelet scale |
− | WL_FRESNEL_SCALE, 0.4, | + | WL_FRESNEL_SCALE, 0.4, // Set Fresnel scale |
− | WL_FRESNEL_OFFSET, 0.5, | + | WL_FRESNEL_OFFSET, 0.5, // Set Fresnel offset |
+ | // Set refraction scale above and below water | ||
WL_REFRACT_SCALE_ABOVE, 0.03, | WL_REFRACT_SCALE_ABOVE, 0.03, | ||
WL_REFRACT_SCALE_BELOW, 0.2, | WL_REFRACT_SCALE_BELOW, 0.2, | ||
− | WL_BLUR_MULTIPLIER, 0.04, | + | WL_BLUR_MULTIPLIER, 0.04, // Set blur multiplier |
+ | // Set big and little wave directions | ||
WL_BIG_WAVE_DIRECTION, <1.05, -0.42, 0.0>, | WL_BIG_WAVE_DIRECTION, <1.05, -0.42, 0.0>, | ||
WL_LITTLE_WAVE_DIRECTION, <1.11, -1.16, 0.0>, | WL_LITTLE_WAVE_DIRECTION, <1.11, -1.16, 0.0>, | ||
− | WL_NORMAL_MAP_TEXTURE, "822ded49-9a6c-f61c-cb89-6df54f42cdf4", | + | WL_NORMAL_MAP_TEXTURE, "822ded49-9a6c-f61c-cb89-6df54f42cdf4", // Set normal map texture |
− | WL_HORIZON, <0.25, 0.25, 0.32, 0.32>, | + | WL_HORIZON, <0.25, 0.25, 0.32, 0.32>, // Set horizon color |
− | WL_HAZE_HORIZON, 0.19, | + | WL_HAZE_HORIZON, 0.19, // Set haze horizon |
− | WL_BLUE_DENSITY, <0.12,0.22,0.38,0.38>, | + | WL_BLUE_DENSITY, <0.12, 0.22, 0.38, 0.38>, // Set blue density |
− | WL_HAZE_DENSITY, 0.70, | + | WL_HAZE_DENSITY, 0.70, // Set haze density |
− | WL_DENSITY_MULTIPLIER, 0.18, | + | WL_DENSITY_MULTIPLIER, 0.18, // Set density multiplier |
− | WL_DISTANCE_MULTIPLIER, 0.8, | + | WL_DISTANCE_MULTIPLIER, 0.8, // Set distance multiplier |
− | WL_MAX_ALTITUDE, 1605, | + | WL_MAX_ALTITUDE, 1605, // Set max altitude |
− | WL_SUN_MOON_POSITION, 0.317, | + | WL_SUN_MOON_POSITION, 0.317, // Set sun/moon position |
− | WL_SUN_MOON_COLOR, <0.24, 0.26, 0.3, 0.3>, | + | WL_SUN_MOON_COLOR, <0.24, 0.26, 0.3, 0.3>, // Set sun/moon color |
− | WL_AMBIENT, <0.35, 0.35,0.35, 0.35>, | + | WL_AMBIENT, <0.35, 0.35, 0.35, 0.35>, // Set ambient light |
− | WL_EAST_ANGLE, 0.0, | + | WL_EAST_ANGLE, 0.0, // Set east angle |
− | WL_SUN_GLOW_FOCUS, 0.1, | + | WL_SUN_GLOW_FOCUS, 0.1, // Set sun glow focus |
− | WL_SUN_GLOW_SIZE, 1.75, | + | WL_SUN_GLOW_SIZE, 1.75, // Set sun glow size |
− | WL_SCENE_GAMMA, 1.0, | + | WL_SCENE_GAMMA, 1.0, // Set scene gamma |
− | WL_STAR_BRIGHTNESS, 0.0, | + | WL_STAR_BRIGHTNESS, 0.0, // Set star brightness |
− | WL_CLOUD_COLOR, <0.41, 0.41, 0.41, 0.41>, | + | WL_CLOUD_COLOR, <0.41, 0.41, 0.41, 0.41>, // Set cloud color |
− | WL_CLOUD_XY_DENSITY, <1.0, 0.53, 1.0>, | + | WL_CLOUD_XY_DENSITY, <1.0, 0.53, 1.0>, // Set cloud XY density |
− | WL_CLOUD_COVERAGE, 0.27, | + | WL_CLOUD_COVERAGE, 0.27, // Set cloud coverage |
− | WL_CLOUD_SCALE, 0.42, | + | WL_CLOUD_SCALE, 0.42, // Set cloud scale |
− | WL_CLOUD_DETAIL_XY_DENSITY, <1.0, 0.53, 0.12>, | + | WL_CLOUD_DETAIL_XY_DENSITY, <1.0, 0.53, 0.12>, // Set cloud detail XY density |
− | WL_CLOUD_SCROLL_X, 0.2, | + | WL_CLOUD_SCROLL_X, 0.2, // Set cloud scroll X |
− | WL_CLOUD_SCROLL_Y, 0.01, | + | WL_CLOUD_SCROLL_Y, 0.01, // Set cloud scroll Y |
− | WL_DRAW_CLASSIC_CLOUDS, TRUE, | + | WL_DRAW_CLASSIC_CLOUDS, TRUE, // Set draw classic clouds |
− | WL_CLOUD_SCROLL_X_LOCK, FALSE, | + | WL_CLOUD_SCROLL_X_LOCK, FALSE, // Set cloud scroll X lock |
− | WL_CLOUD_SCROLL_Y_LOCK, FALSE | + | WL_CLOUD_SCROLL_Y_LOCK, FALSE // Set cloud scroll Y lock |
]; | ]; | ||
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state_entry() | state_entry() | ||
{ | { | ||
+ | // Display a message indicating how to use the script | ||
llSay(PUBLIC_CHANNEL, "Touch to see Default LightShare Script usage."); | llSay(PUBLIC_CHANNEL, "Touch to see Default LightShare Script usage."); | ||
} | } | ||
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touch_start(integer number) | touch_start(integer number) | ||
{ | { | ||
+ | // Set LightShare values using the predefined settings | ||
integer result = lsSetWindlightScene(settings); | integer result = lsSetWindlightScene(settings); | ||
+ | // Check if setting LightShare values was successful | ||
if (result == TRUE) | if (result == TRUE) | ||
{ | { | ||
+ | // Display success message | ||
llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values with success."); | llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values with success."); | ||
} | } | ||
− | |||
else | else | ||
{ | { | ||
+ | // Display failure message | ||
llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values without success."); | llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values without success."); | ||
} | } |
Latest revision as of 02:50, 5 March 2024
Drop the following script inside a prim and it should change everything to the usual "normal" defaults.
[edit] Examples
// // Default LightShare Script Example // Author: djphil // // Define a list of settings for LightShare list settings = [ WL_WATER_COLOR, <4.0, 38.0, 64.0>, // Set water color WL_WATER_FOG_DENSITY_EXPONENT, 4.0, // Set water fog density exponent WL_UNDERWATER_FOG_MODIFIER, 0.25, // Set underwater fog modifier WL_REFLECTION_WAVELET_SCALE, <2.0, 2.0, 2.0>, // Set reflection wavelet scale WL_FRESNEL_SCALE, 0.4, // Set Fresnel scale WL_FRESNEL_OFFSET, 0.5, // Set Fresnel offset // Set refraction scale above and below water WL_REFRACT_SCALE_ABOVE, 0.03, WL_REFRACT_SCALE_BELOW, 0.2, WL_BLUR_MULTIPLIER, 0.04, // Set blur multiplier // Set big and little wave directions WL_BIG_WAVE_DIRECTION, <1.05, -0.42, 0.0>, WL_LITTLE_WAVE_DIRECTION, <1.11, -1.16, 0.0>, WL_NORMAL_MAP_TEXTURE, "822ded49-9a6c-f61c-cb89-6df54f42cdf4", // Set normal map texture WL_HORIZON, <0.25, 0.25, 0.32, 0.32>, // Set horizon color WL_HAZE_HORIZON, 0.19, // Set haze horizon WL_BLUE_DENSITY, <0.12, 0.22, 0.38, 0.38>, // Set blue density WL_HAZE_DENSITY, 0.70, // Set haze density WL_DENSITY_MULTIPLIER, 0.18, // Set density multiplier WL_DISTANCE_MULTIPLIER, 0.8, // Set distance multiplier WL_MAX_ALTITUDE, 1605, // Set max altitude WL_SUN_MOON_POSITION, 0.317, // Set sun/moon position WL_SUN_MOON_COLOR, <0.24, 0.26, 0.3, 0.3>, // Set sun/moon color WL_AMBIENT, <0.35, 0.35, 0.35, 0.35>, // Set ambient light WL_EAST_ANGLE, 0.0, // Set east angle WL_SUN_GLOW_FOCUS, 0.1, // Set sun glow focus WL_SUN_GLOW_SIZE, 1.75, // Set sun glow size WL_SCENE_GAMMA, 1.0, // Set scene gamma WL_STAR_BRIGHTNESS, 0.0, // Set star brightness WL_CLOUD_COLOR, <0.41, 0.41, 0.41, 0.41>, // Set cloud color WL_CLOUD_XY_DENSITY, <1.0, 0.53, 1.0>, // Set cloud XY density WL_CLOUD_COVERAGE, 0.27, // Set cloud coverage WL_CLOUD_SCALE, 0.42, // Set cloud scale WL_CLOUD_DETAIL_XY_DENSITY, <1.0, 0.53, 0.12>, // Set cloud detail XY density WL_CLOUD_SCROLL_X, 0.2, // Set cloud scroll X WL_CLOUD_SCROLL_Y, 0.01, // Set cloud scroll Y WL_DRAW_CLASSIC_CLOUDS, TRUE, // Set draw classic clouds WL_CLOUD_SCROLL_X_LOCK, FALSE, // Set cloud scroll X lock WL_CLOUD_SCROLL_Y_LOCK, FALSE // Set cloud scroll Y lock ]; default { state_entry() { // Display a message indicating how to use the script llSay(PUBLIC_CHANNEL, "Touch to see Default LightShare Script usage."); } touch_start(integer number) { // Set LightShare values using the predefined settings integer result = lsSetWindlightScene(settings); // Check if setting LightShare values was successful if (result == TRUE) { // Display success message llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values with success."); } else { // Display failure message llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values without success."); } } }
[edit] Conversions
Here are some conversions from the WindLight XML to the LightShare settings that I managed to figure out. The format is really pretty much insane.
- ambient -> WL_AMBIENT (all four entries apply; apparently, you have to divide the first 3 entries by the 4th one, and include the 4th as is)
- blue_density -> WL_BLUE_DENSITY (all four entries apply; apparently, you have to divide the first 3 entries by WL_DENSITY_MULTIPLIER and keep the 4th as is)
- blue_horizon -> WL_HORIZON (all four entries apply; apparently, you have to divide the first 3 entries by WL_DENSITY_MULTIPLIER and keep the 4th as is)
- cloud_color -> WL_CLOUD_COLOR (all four entries apply)
- cloud_pos_density1 -> WL_CLOUD_XY_DENSITY (3rd entry becomes 1st; 2nd entry becomes 2nd entry; 4th entry becomes 3rd; 1st entry ignored)
- cloud_pos_density2 -> WL_CLOUD_XY_DETAIL_DENSITY (3rd entry becomes 1st; 2nd entry becomes 2nd entry; 4th entry becomes 3rd; 1st entry ignored)
- cloud_scale -> WL_CLOUD_SCALE (use just the first entry)
- cloud_scroll_rate -> first entry goes to WL_CLOUD_SCROLL_X, second entry goes to WL_CLOUD_SCROLL_Y (unknown, the math doesn't make sense)
- cloud_shadow -> WL_CLOUD_COVERAGE (use first entry)
- density_multiplier -> WL_DENSITY_MULTIPLIER (use first entry multiplied by 1000)
- distance_multiplier -> WL_DISTANCE_MULTIPLIER (use first entry)
- east_angle -> WL_EAST_ANGLE
- enable_cloud_scroll -> first entry goes to WL_CLOUD_SCROLL_X_LOCK, second entry to WL_CLOUD_SCROLL_Y_LOCK (0 becomes TRUE and 1 becomes FALSE)
- gamma -> WL_SCENE_GAMMA (use first entry)
- glow -> second entry to WL_SUN_GLOW_FOCUS (times 100), math for WL_SUN_GLOW_SIZE is unknown
- haze_density -> WL_HAZE_DENSITY (use first entry)
- haze_horizon -> WL_HAZE_HORIZON (use first entry; others ignored?)
- lightnorm -> unsupported?
- max_y -> WL_MAX_ALTITUDE (use first entry)
- preset_num -> not used
- star_brightness -> WL_STAR_BRIGHTNESS
- sun_angle -> WL_SUN_MOON_POSITION (requires some weird, unknown math)
- sunlight_color -> WL_SUN_MOON_COLOR (all four entries apply)