| 1 | // ------------------------------- |
|---|
| 2 | // Cel Shading Section |
|---|
| 3 | // ------------------------------- |
|---|
| 4 | vertex_program Ogre/CelShadingVP cg |
|---|
| 5 | { |
|---|
| 6 | source Example_CelShading.cg |
|---|
| 7 | entry_point main_vp |
|---|
| 8 | profiles vs_1_1 arbvp1 |
|---|
| 9 | |
|---|
| 10 | default_params |
|---|
| 11 | { |
|---|
| 12 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 13 | param_named_auto eyePosition camera_position_object_space |
|---|
| 14 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 15 | param_named shininess float 10 |
|---|
| 16 | } |
|---|
| 17 | } |
|---|
| 18 | |
|---|
| 19 | fragment_program Ogre/CelShadingFP cg |
|---|
| 20 | { |
|---|
| 21 | source Example_CelShading.cg |
|---|
| 22 | entry_point main_fp |
|---|
| 23 | profiles ps_1_1 arbfp1 fp20 |
|---|
| 24 | } |
|---|
| 25 | |
|---|
| 26 | |
|---|
| 27 | material Examples/CelShading |
|---|
| 28 | { |
|---|
| 29 | technique |
|---|
| 30 | { |
|---|
| 31 | pass |
|---|
| 32 | { |
|---|
| 33 | vertex_program_ref Ogre/CelShadingVP |
|---|
| 34 | { |
|---|
| 35 | // map shininess from custom renderable param 1 |
|---|
| 36 | param_named_auto shininess custom 1 |
|---|
| 37 | } |
|---|
| 38 | fragment_program_ref Ogre/CelShadingFP |
|---|
| 39 | { |
|---|
| 40 | // map diffuse from custom renderable param 2 |
|---|
| 41 | param_named_auto diffuse custom 2 |
|---|
| 42 | // map specular from custom renderable param 2 |
|---|
| 43 | param_named_auto specular custom 3 |
|---|
| 44 | } |
|---|
| 45 | texture_unit |
|---|
| 46 | { |
|---|
| 47 | texture cel_shading_diffuse.png 1d |
|---|
| 48 | tex_address_mode clamp |
|---|
| 49 | filtering none |
|---|
| 50 | } |
|---|
| 51 | texture_unit |
|---|
| 52 | { |
|---|
| 53 | texture cel_shading_specular.png 1d |
|---|
| 54 | tex_address_mode clamp |
|---|
| 55 | filtering none |
|---|
| 56 | tex_coord_set 1 |
|---|
| 57 | } |
|---|
| 58 | texture_unit |
|---|
| 59 | { |
|---|
| 60 | texture cel_shading_edge.png 1d |
|---|
| 61 | tex_address_mode clamp |
|---|
| 62 | filtering none |
|---|
| 63 | tex_coord_set 2 |
|---|
| 64 | } |
|---|
| 65 | } |
|---|
| 66 | } |
|---|
| 67 | |
|---|
| 68 | } |
|---|
| 69 | |
|---|
| 70 | |
|---|
| 71 | |
|---|
| 72 | //------------------------ |
|---|
| 73 | // Bump mapping section |
|---|
| 74 | //------------------------ |
|---|
| 75 | |
|---|
| 76 | // Bump map vertex program, support for this is required |
|---|
| 77 | vertex_program Examples/BumpMapVP cg |
|---|
| 78 | { |
|---|
| 79 | source Example_BumpMapping.cg |
|---|
| 80 | entry_point main_vp |
|---|
| 81 | profiles vs_1_1 arbvp1 |
|---|
| 82 | } |
|---|
| 83 | |
|---|
| 84 | // Bump map fragment program, support for this is optional |
|---|
| 85 | fragment_program Examples/BumpMapFP cg |
|---|
| 86 | { |
|---|
| 87 | source Example_BumpMapping.cg |
|---|
| 88 | entry_point main_fp |
|---|
| 89 | profiles ps_1_1 arbfp1 fp20 |
|---|
| 90 | } |
|---|
| 91 | |
|---|
| 92 | // Bump map vertex program shadow receiver |
|---|
| 93 | vertex_program Examples/BumpMapVPShadowRcv cg |
|---|
| 94 | { |
|---|
| 95 | source Example_BumpMapping.cg |
|---|
| 96 | entry_point main_shadowreceiver_vp |
|---|
| 97 | profiles vs_1_1 arbvp1 |
|---|
| 98 | } |
|---|
| 99 | // Bump map fragment program shadow receiver, support for this is optional |
|---|
| 100 | fragment_program Examples/BumpMapFPShadowRcv cg |
|---|
| 101 | { |
|---|
| 102 | source Example_BumpMapping.cg |
|---|
| 103 | entry_point main_shadowreceiver_fp |
|---|
| 104 | profiles ps_1_1 arbfp1 fp20 |
|---|
| 105 | } |
|---|
| 106 | |
|---|
| 107 | |
|---|
| 108 | // Bump map with specular vertex program, support for this is required |
|---|
| 109 | vertex_program Examples/BumpMapVPSpecular cg |
|---|
| 110 | { |
|---|
| 111 | source Example_BumpMapping.cg |
|---|
| 112 | entry_point specular_vp |
|---|
| 113 | profiles vs_1_1 arbvp1 |
|---|
| 114 | } |
|---|
| 115 | |
|---|
| 116 | // Bump map fragment program, support for this is optional |
|---|
| 117 | fragment_program Examples/BumpMapFPSpecular cg |
|---|
| 118 | { |
|---|
| 119 | source Example_BumpMapping.cg |
|---|
| 120 | entry_point specular_fp |
|---|
| 121 | profiles ps_1_1 arbfp1 fp20 |
|---|
| 122 | } |
|---|
| 123 | |
|---|
| 124 | // Single light material, less passes (one pass on a 4-unit card) |
|---|
| 125 | material Examples/BumpMapping/SingleLight |
|---|
| 126 | { |
|---|
| 127 | // Preferred technique, uses vertex and fragment programs |
|---|
| 128 | // to support a single coloured light |
|---|
| 129 | technique |
|---|
| 130 | { |
|---|
| 131 | pass |
|---|
| 132 | { |
|---|
| 133 | // base colours, not needed for rendering, but as information |
|---|
| 134 | // to lighting pass categorisation routine |
|---|
| 135 | ambient 0 0 0 |
|---|
| 136 | // Vertex program reference |
|---|
| 137 | vertex_program_ref Examples/BumpMapVP |
|---|
| 138 | { |
|---|
| 139 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 140 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 141 | } |
|---|
| 142 | |
|---|
| 143 | // Fragment program |
|---|
| 144 | fragment_program_ref Examples/BumpMapFP |
|---|
| 145 | { |
|---|
| 146 | param_named_auto lightDiffuse light_diffuse_colour 0 |
|---|
| 147 | } |
|---|
| 148 | |
|---|
| 149 | // Base bump map |
|---|
| 150 | texture_unit |
|---|
| 151 | { |
|---|
| 152 | texture NMBumpsOut.png |
|---|
| 153 | colour_op replace |
|---|
| 154 | } |
|---|
| 155 | // Normalisation cube map |
|---|
| 156 | texture_unit |
|---|
| 157 | { |
|---|
| 158 | cubic_texture nm.png combinedUVW |
|---|
| 159 | tex_coord_set 1 |
|---|
| 160 | tex_address_mode clamp |
|---|
| 161 | } |
|---|
| 162 | // Decal |
|---|
| 163 | texture_unit |
|---|
| 164 | { |
|---|
| 165 | texture RustySteel.jpg |
|---|
| 166 | } |
|---|
| 167 | } |
|---|
| 168 | } |
|---|
| 169 | // Fallback technique, uses vertex program but only fixed-function |
|---|
| 170 | // fragment shading, which does not support coloured light |
|---|
| 171 | technique |
|---|
| 172 | { |
|---|
| 173 | pass |
|---|
| 174 | { |
|---|
| 175 | // base colours, not needed for rendering, but as information |
|---|
| 176 | // to lighting pass categorisation routine |
|---|
| 177 | ambient 0 0 0 |
|---|
| 178 | // Vertex program reference |
|---|
| 179 | vertex_program_ref Examples/BumpMapVP |
|---|
| 180 | { |
|---|
| 181 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 182 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 183 | } |
|---|
| 184 | |
|---|
| 185 | // Base bump map |
|---|
| 186 | texture_unit |
|---|
| 187 | { |
|---|
| 188 | texture NMBumpsOut.png |
|---|
| 189 | colour_op replace |
|---|
| 190 | } |
|---|
| 191 | // Normalisation cube map |
|---|
| 192 | texture_unit |
|---|
| 193 | { |
|---|
| 194 | cubic_texture nm.png combinedUVW |
|---|
| 195 | tex_coord_set 1 |
|---|
| 196 | tex_address_mode clamp |
|---|
| 197 | colour_op_ex dotproduct src_texture src_current |
|---|
| 198 | colour_op_multipass_fallback dest_colour zero |
|---|
| 199 | } |
|---|
| 200 | // Decal |
|---|
| 201 | texture_unit |
|---|
| 202 | { |
|---|
| 203 | texture RustySteel.jpg |
|---|
| 204 | } |
|---|
| 205 | } |
|---|
| 206 | } |
|---|
| 207 | } |
|---|
| 208 | |
|---|
| 209 | // Any number of lights, diffuse |
|---|
| 210 | material Examples/BumpMapping/MultiLight |
|---|
| 211 | { |
|---|
| 212 | |
|---|
| 213 | // This is the preferred technique which uses both vertex and |
|---|
| 214 | // fragment programs, supports coloured lights |
|---|
| 215 | technique |
|---|
| 216 | { |
|---|
| 217 | // Base ambient pass |
|---|
| 218 | pass |
|---|
| 219 | { |
|---|
| 220 | // base colours, not needed for rendering, but as information |
|---|
| 221 | // to lighting pass categorisation routine |
|---|
| 222 | ambient 1 1 1 |
|---|
| 223 | diffuse 0 0 0 |
|---|
| 224 | specular 0 0 0 0 |
|---|
| 225 | // Really basic vertex program |
|---|
| 226 | // NB we don't use fixed function here because GL does not like |
|---|
| 227 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 228 | // be an issue |
|---|
| 229 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 230 | { |
|---|
| 231 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 232 | param_named_auto ambient ambient_light_colour |
|---|
| 233 | } |
|---|
| 234 | |
|---|
| 235 | } |
|---|
| 236 | // Now do the lighting pass |
|---|
| 237 | // NB we don't do decal texture here because this is repeated per light |
|---|
| 238 | pass |
|---|
| 239 | { |
|---|
| 240 | // base colours, not needed for rendering, but as information |
|---|
| 241 | // to lighting pass categorisation routine |
|---|
| 242 | ambient 0 0 0 |
|---|
| 243 | |
|---|
| 244 | // do this for each light |
|---|
| 245 | iteration once_per_light |
|---|
| 246 | |
|---|
| 247 | |
|---|
| 248 | scene_blend add |
|---|
| 249 | |
|---|
| 250 | // Vertex program reference |
|---|
| 251 | vertex_program_ref Examples/BumpMapVP |
|---|
| 252 | { |
|---|
| 253 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 254 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 255 | } |
|---|
| 256 | |
|---|
| 257 | // Fragment program |
|---|
| 258 | fragment_program_ref Examples/BumpMapFP |
|---|
| 259 | { |
|---|
| 260 | param_named_auto lightDiffuse light_diffuse_colour 0 |
|---|
| 261 | } |
|---|
| 262 | |
|---|
| 263 | // Base bump map |
|---|
| 264 | texture_unit |
|---|
| 265 | { |
|---|
| 266 | texture NMBumpsOut.png |
|---|
| 267 | colour_op replace |
|---|
| 268 | } |
|---|
| 269 | // Normalisation cube map |
|---|
| 270 | texture_unit |
|---|
| 271 | { |
|---|
| 272 | cubic_texture nm.png combinedUVW |
|---|
| 273 | tex_coord_set 1 |
|---|
| 274 | tex_address_mode clamp |
|---|
| 275 | } |
|---|
| 276 | } |
|---|
| 277 | |
|---|
| 278 | // Decal pass |
|---|
| 279 | pass |
|---|
| 280 | { |
|---|
| 281 | // base colours, not needed for rendering, but as information |
|---|
| 282 | // to lighting pass categorisation routine |
|---|
| 283 | lighting off |
|---|
| 284 | // Really basic vertex program |
|---|
| 285 | // NB we don't use fixed function here because GL does not like |
|---|
| 286 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 287 | // be an issue |
|---|
| 288 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 289 | { |
|---|
| 290 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 291 | param_named ambient float4 1 1 1 1 |
|---|
| 292 | } |
|---|
| 293 | scene_blend dest_colour zero |
|---|
| 294 | texture_unit |
|---|
| 295 | { |
|---|
| 296 | texture RustedMetal.jpg |
|---|
| 297 | } |
|---|
| 298 | |
|---|
| 299 | } |
|---|
| 300 | } |
|---|
| 301 | |
|---|
| 302 | // This is the fallback which cards which don't have fragment program |
|---|
| 303 | // support will use |
|---|
| 304 | // Note that it still requires vertex program support |
|---|
| 305 | technique |
|---|
| 306 | { |
|---|
| 307 | // Base ambient pass |
|---|
| 308 | pass |
|---|
| 309 | { |
|---|
| 310 | // base colours, not needed for rendering, but as information |
|---|
| 311 | // to lighting pass categorisation routine |
|---|
| 312 | ambient 1 1 1 |
|---|
| 313 | diffuse 0 0 0 |
|---|
| 314 | specular 0 0 0 0 |
|---|
| 315 | // Really basic vertex program |
|---|
| 316 | // NB we don't use fixed function here because GL does not like |
|---|
| 317 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 318 | // be an issue |
|---|
| 319 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 320 | { |
|---|
| 321 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 322 | param_named_auto ambient ambient_light_colour |
|---|
| 323 | } |
|---|
| 324 | |
|---|
| 325 | } |
|---|
| 326 | // Now do the lighting pass |
|---|
| 327 | // NB we don't do decal texture here because this is repeated per light |
|---|
| 328 | pass |
|---|
| 329 | { |
|---|
| 330 | // base colours, not needed for rendering, but as information |
|---|
| 331 | // to lighting pass categorisation routine |
|---|
| 332 | ambient 0 0 0 |
|---|
| 333 | // do this for each light |
|---|
| 334 | iteration once_per_light |
|---|
| 335 | |
|---|
| 336 | |
|---|
| 337 | scene_blend add |
|---|
| 338 | |
|---|
| 339 | // Vertex program reference |
|---|
| 340 | vertex_program_ref Examples/BumpMapVP |
|---|
| 341 | { |
|---|
| 342 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 343 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 344 | } |
|---|
| 345 | |
|---|
| 346 | // Base bump map |
|---|
| 347 | texture_unit |
|---|
| 348 | { |
|---|
| 349 | texture NMBumpsOut.png |
|---|
| 350 | colour_op replace |
|---|
| 351 | } |
|---|
| 352 | // Normalisation cube map, with dot product on bump map |
|---|
| 353 | texture_unit |
|---|
| 354 | { |
|---|
| 355 | cubic_texture nm.png combinedUVW |
|---|
| 356 | tex_coord_set 1 |
|---|
| 357 | tex_address_mode clamp |
|---|
| 358 | colour_op_ex dotproduct src_texture src_current |
|---|
| 359 | colour_op_multipass_fallback dest_colour zero |
|---|
| 360 | } |
|---|
| 361 | } |
|---|
| 362 | |
|---|
| 363 | // Decal pass |
|---|
| 364 | pass |
|---|
| 365 | { |
|---|
| 366 | lighting off |
|---|
| 367 | // Really basic vertex program |
|---|
| 368 | // NB we don't use fixed function here because GL does not like |
|---|
| 369 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 370 | // be an issue |
|---|
| 371 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 372 | { |
|---|
| 373 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 374 | param_named ambient float4 1 1 1 1 |
|---|
| 375 | } |
|---|
| 376 | scene_blend dest_colour zero |
|---|
| 377 | texture_unit |
|---|
| 378 | { |
|---|
| 379 | texture RustedMetal.jpg |
|---|
| 380 | } |
|---|
| 381 | |
|---|
| 382 | } |
|---|
| 383 | |
|---|
| 384 | } |
|---|
| 385 | } |
|---|
| 386 | |
|---|
| 387 | // Any number of lights, diffuse and specular |
|---|
| 388 | material Examples/BumpMapping/MultiLightSpecular |
|---|
| 389 | { |
|---|
| 390 | |
|---|
| 391 | // This is the preferred technique which uses both vertex and |
|---|
| 392 | // fragment programs, supports coloured lights |
|---|
| 393 | technique |
|---|
| 394 | { |
|---|
| 395 | // Base ambient pass |
|---|
| 396 | pass |
|---|
| 397 | { |
|---|
| 398 | // base colours, not needed for rendering, but as information |
|---|
| 399 | // to lighting pass categorisation routine |
|---|
| 400 | ambient 1 1 1 |
|---|
| 401 | diffuse 0 0 0 |
|---|
| 402 | specular 0 0 0 0 |
|---|
| 403 | // Really basic vertex program |
|---|
| 404 | // NB we don't use fixed function here because GL does not like |
|---|
| 405 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 406 | // be an issue |
|---|
| 407 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 408 | { |
|---|
| 409 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 410 | param_named_auto ambient ambient_light_colour |
|---|
| 411 | } |
|---|
| 412 | |
|---|
| 413 | } |
|---|
| 414 | // Now do the lighting pass |
|---|
| 415 | // NB we don't do decal texture here because this is repeated per light |
|---|
| 416 | pass |
|---|
| 417 | { |
|---|
| 418 | // base colours, not needed for rendering, but as information |
|---|
| 419 | // to lighting pass categorisation routine |
|---|
| 420 | ambient 0 0 0 |
|---|
| 421 | // do this for each light |
|---|
| 422 | iteration once_per_light |
|---|
| 423 | |
|---|
| 424 | |
|---|
| 425 | scene_blend add |
|---|
| 426 | |
|---|
| 427 | // Vertex program reference |
|---|
| 428 | vertex_program_ref Examples/BumpMapVPSpecular |
|---|
| 429 | { |
|---|
| 430 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 431 | param_named_auto eyePosition camera_position_object_space |
|---|
| 432 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 433 | } |
|---|
| 434 | |
|---|
| 435 | // Fragment program |
|---|
| 436 | fragment_program_ref Examples/BumpMapFPSpecular |
|---|
| 437 | { |
|---|
| 438 | param_named_auto lightDiffuse light_diffuse_colour 0 |
|---|
| 439 | param_named_auto lightSpecular light_specular_colour 0 |
|---|
| 440 | } |
|---|
| 441 | |
|---|
| 442 | // Base bump map |
|---|
| 443 | texture_unit |
|---|
| 444 | { |
|---|
| 445 | texture NMBumpsOut.png |
|---|
| 446 | colour_op replace |
|---|
| 447 | } |
|---|
| 448 | // Normalisation cube map |
|---|
| 449 | texture_unit |
|---|
| 450 | { |
|---|
| 451 | cubic_texture nm.png combinedUVW |
|---|
| 452 | tex_coord_set 1 |
|---|
| 453 | tex_address_mode clamp |
|---|
| 454 | } |
|---|
| 455 | // Normalisation cube map #2 |
|---|
| 456 | texture_unit |
|---|
| 457 | { |
|---|
| 458 | cubic_texture nm.png combinedUVW |
|---|
| 459 | tex_coord_set 2 |
|---|
| 460 | tex_address_mode clamp |
|---|
| 461 | } |
|---|
| 462 | } |
|---|
| 463 | |
|---|
| 464 | // Decal pass |
|---|
| 465 | pass |
|---|
| 466 | { |
|---|
| 467 | lighting off |
|---|
| 468 | // Really basic vertex program |
|---|
| 469 | // NB we don't use fixed function here because GL does not like |
|---|
| 470 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 471 | // be an issue |
|---|
| 472 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 473 | { |
|---|
| 474 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 475 | param_named ambient float4 1 1 1 1 |
|---|
| 476 | } |
|---|
| 477 | scene_blend dest_colour zero |
|---|
| 478 | texture_unit |
|---|
| 479 | { |
|---|
| 480 | texture RustedMetal.jpg |
|---|
| 481 | } |
|---|
| 482 | |
|---|
| 483 | } |
|---|
| 484 | } |
|---|
| 485 | |
|---|
| 486 | // This is the fallback which cards which don't have fragment program |
|---|
| 487 | // support will use, NB does not support specular colour |
|---|
| 488 | // Note that it still requires vertex program support |
|---|
| 489 | technique |
|---|
| 490 | { |
|---|
| 491 | // Base ambient pass |
|---|
| 492 | pass |
|---|
| 493 | { |
|---|
| 494 | // base colours, not needed for rendering, but as information |
|---|
| 495 | // to lighting pass categorisation routine |
|---|
| 496 | ambient 1 1 1 |
|---|
| 497 | diffuse 0 0 0 |
|---|
| 498 | specular 0 0 0 0 |
|---|
| 499 | // Really basic vertex program |
|---|
| 500 | // NB we don't use fixed function here because GL does not like |
|---|
| 501 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 502 | // be an issue |
|---|
| 503 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 504 | { |
|---|
| 505 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 506 | param_named_auto ambient ambient_light_colour |
|---|
| 507 | } |
|---|
| 508 | |
|---|
| 509 | } |
|---|
| 510 | // Now do the lighting pass |
|---|
| 511 | // NB we don't do decal texture here because this is repeated per light |
|---|
| 512 | pass |
|---|
| 513 | { |
|---|
| 514 | // base colours, not needed for rendering, but as information |
|---|
| 515 | // to lighting pass categorisation routine |
|---|
| 516 | ambient 0 0 0 |
|---|
| 517 | // do this for each light |
|---|
| 518 | iteration once_per_light |
|---|
| 519 | |
|---|
| 520 | |
|---|
| 521 | scene_blend add |
|---|
| 522 | |
|---|
| 523 | // Vertex program reference |
|---|
| 524 | vertex_program_ref Examples/BumpMapVP |
|---|
| 525 | { |
|---|
| 526 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 527 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 528 | } |
|---|
| 529 | |
|---|
| 530 | // Base bump map |
|---|
| 531 | texture_unit |
|---|
| 532 | { |
|---|
| 533 | texture NMBumpsOut.png |
|---|
| 534 | colour_op replace |
|---|
| 535 | } |
|---|
| 536 | // Normalisation cube map, with dot product on bump map |
|---|
| 537 | texture_unit |
|---|
| 538 | { |
|---|
| 539 | cubic_texture nm.png combinedUVW |
|---|
| 540 | tex_coord_set 1 |
|---|
| 541 | tex_address_mode clamp |
|---|
| 542 | colour_op_ex dotproduct src_texture src_current |
|---|
| 543 | colour_op_multipass_fallback dest_colour zero |
|---|
| 544 | } |
|---|
| 545 | } |
|---|
| 546 | |
|---|
| 547 | // Decal pass |
|---|
| 548 | pass |
|---|
| 549 | { |
|---|
| 550 | lighting off |
|---|
| 551 | // Really basic vertex program |
|---|
| 552 | // NB we don't use fixed function here because GL does not like |
|---|
| 553 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 554 | // be an issue |
|---|
| 555 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 556 | { |
|---|
| 557 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 558 | param_named ambient float4 1 1 1 1 |
|---|
| 559 | } |
|---|
| 560 | scene_blend dest_colour zero |
|---|
| 561 | texture_unit |
|---|
| 562 | { |
|---|
| 563 | texture RustedMetal.jpg |
|---|
| 564 | } |
|---|
| 565 | |
|---|
| 566 | } |
|---|
| 567 | |
|---|
| 568 | } |
|---|
| 569 | } |
|---|
| 570 | |
|---|
| 571 | //--------------------------- |
|---|
| 572 | // Projective texture section |
|---|
| 573 | //--------------------------- |
|---|
| 574 | |
|---|
| 575 | |
|---|
| 576 | vertex_program Examples/TexProjectionVP cg |
|---|
| 577 | { |
|---|
| 578 | source Example_Projection.cg |
|---|
| 579 | entry_point generalPurposeProjection_vp |
|---|
| 580 | profiles vs_1_1 arbvp1 |
|---|
| 581 | } |
|---|
| 582 | |
|---|
| 583 | fragment_program Examples/TexProjectionFP cg |
|---|
| 584 | { |
|---|
| 585 | source Example_Projection.cg |
|---|
| 586 | entry_point generalPurposeProjection_fp |
|---|
| 587 | // sorry, ps_1_1 can't do this, fp20 can though |
|---|
| 588 | profiles ps_2_0 arbfp1 fp20 |
|---|
| 589 | } |
|---|
| 590 | |
|---|
| 591 | material Examples/GeneralTexProjection |
|---|
| 592 | { |
|---|
| 593 | technique |
|---|
| 594 | { |
|---|
| 595 | pass |
|---|
| 596 | { |
|---|
| 597 | |
|---|
| 598 | vertex_program_ref Examples/TexProjectionVP |
|---|
| 599 | { |
|---|
| 600 | param_named_auto worldViewProjMatrix worldviewproj_matrix |
|---|
| 601 | param_named_auto worldMatrix world_matrix |
|---|
| 602 | // You'll need to update the tex projection, I suggest using |
|---|
| 603 | // the Frustum class |
|---|
| 604 | //param_named_auto texWorldViewProj worldviewproj_matrix |
|---|
| 605 | } |
|---|
| 606 | fragment_program_ref Examples/TexProjectionFP |
|---|
| 607 | { |
|---|
| 608 | // no params |
|---|
| 609 | } |
|---|
| 610 | texture_unit |
|---|
| 611 | { |
|---|
| 612 | // Project the OGRE logo |
|---|
| 613 | texture ogrelogo.png |
|---|
| 614 | tex_address_mode clamp |
|---|
| 615 | } |
|---|
| 616 | } |
|---|
| 617 | |
|---|
| 618 | |
|---|
| 619 | } |
|---|
| 620 | |
|---|
| 621 | } |
|---|
| 622 | |
|---|
| 623 | //---------------------------- |
|---|
| 624 | // Distortion effects |
|---|
| 625 | //---------------------------- |
|---|
| 626 | |
|---|
| 627 | vertex_program Examples/FresnelRefractReflectVP cg |
|---|
| 628 | { |
|---|
| 629 | source Example_Fresnel.cg |
|---|
| 630 | entry_point main_vp |
|---|
| 631 | profiles vs_1_1 arbvp1 |
|---|
| 632 | } |
|---|
| 633 | vertex_program Examples/FresnelRefractReflectVPold cg |
|---|
| 634 | { |
|---|
| 635 | source Example_Fresnel.cg |
|---|
| 636 | entry_point main_vp_old |
|---|
| 637 | profiles vs_1_1 arbvp1 |
|---|
| 638 | } |
|---|
| 639 | |
|---|
| 640 | fragment_program Examples/FresnelRefractReflectFP cg |
|---|
| 641 | { |
|---|
| 642 | source Example_Fresnel.cg |
|---|
| 643 | entry_point main_fp |
|---|
| 644 | // sorry, ps_1_1 and fp20 can't do this |
|---|
| 645 | profiles ps_2_0 arbfp1 |
|---|
| 646 | } |
|---|
| 647 | |
|---|
| 648 | fragment_program Examples/FresnelRefractReflectPS asm |
|---|
| 649 | { |
|---|
| 650 | source Example_FresnelPS.asm |
|---|
| 651 | // sorry, only for ps_1_4 :) |
|---|
| 652 | syntax ps_1_4 |
|---|
| 653 | |
|---|
| 654 | } |
|---|
| 655 | |
|---|
| 656 | material Examples/FresnelReflectionRefraction |
|---|
| 657 | { |
|---|
| 658 | // ps_2_0 / arbfp1 |
|---|
| 659 | technique |
|---|
| 660 | { |
|---|
| 661 | pass |
|---|
| 662 | { |
|---|
| 663 | |
|---|
| 664 | vertex_program_ref Examples/FresnelRefractReflectVP |
|---|
| 665 | { |
|---|
| 666 | param_named_auto worldViewProjMatrix worldviewproj_matrix |
|---|
| 667 | param_named_auto eyePosition camera_position_object_space |
|---|
| 668 | param_named_auto timeVal time 0.05 |
|---|
| 669 | param_named scroll float 1 |
|---|
| 670 | param_named scale float 1 |
|---|
| 671 | param_named noise float 1 |
|---|
| 672 | // scroll and noisePos will need updating per frame |
|---|
| 673 | } |
|---|
| 674 | fragment_program_ref Examples/FresnelRefractReflectFP |
|---|
| 675 | { |
|---|
| 676 | param_named fresnelBias float -0.1 |
|---|
| 677 | param_named fresnelScale float 1.8 |
|---|
| 678 | param_named fresnelPower float 8 |
|---|
| 679 | param_named tintColour float4 0 0.0.05 0.05 1 |
|---|
| 680 | param_named noiseScale float 0.05 |
|---|
| 681 | } |
|---|
| 682 | // Noise |
|---|
| 683 | texture_unit |
|---|
| 684 | { |
|---|
| 685 | // Perlin noise volume |
|---|
| 686 | texture waves2.dds |
|---|
| 687 | // min / mag filtering, no mip |
|---|
| 688 | filtering linear linear none |
|---|
| 689 | } |
|---|
| 690 | // Reflection |
|---|
| 691 | texture_unit |
|---|
| 692 | { |
|---|
| 693 | // Will be filled in at runtime |
|---|
| 694 | texture Reflection |
|---|
| 695 | tex_address_mode clamp |
|---|
| 696 | // needed by ps.1.4 |
|---|
| 697 | tex_coord_set 1 |
|---|
| 698 | } |
|---|
| 699 | // Refraction |
|---|
| 700 | texture_unit |
|---|
| 701 | { |
|---|
| 702 | // Will be filled in at runtime |
|---|
| 703 | texture Refraction |
|---|
| 704 | tex_address_mode clamp |
|---|
| 705 | // needed by ps.1.4 |
|---|
| 706 | tex_coord_set 2 |
|---|
| 707 | } |
|---|
| 708 | } |
|---|
| 709 | |
|---|
| 710 | |
|---|
| 711 | } |
|---|
| 712 | |
|---|
| 713 | // ATI 8500 + |
|---|
| 714 | technique |
|---|
| 715 | { |
|---|
| 716 | pass |
|---|
| 717 | { |
|---|
| 718 | vertex_program_ref Examples/FresnelRefractReflectVPold |
|---|
| 719 | { |
|---|
| 720 | param_named_auto worldViewProjMatrix worldviewproj_matrix |
|---|
| 721 | param_named_auto eyePosition camera_position_object_space |
|---|
| 722 | param_named fresnelBias float -0.3 |
|---|
| 723 | param_named fresnelScale float 1.4 |
|---|
| 724 | param_named fresnelPower float 8 |
|---|
| 725 | param_named_auto timeVal time_0_1 20 |
|---|
| 726 | param_named scroll float 1 |
|---|
| 727 | param_named scale float 4 |
|---|
| 728 | param_named noise float 1 |
|---|
| 729 | // scroll and noisePos will need updating per frame |
|---|
| 730 | } |
|---|
| 731 | |
|---|
| 732 | // for ATI RADEON 8500 - 9200 |
|---|
| 733 | fragment_program_ref Examples/FresnelRefractReflectPS |
|---|
| 734 | { |
|---|
| 735 | // distortionRange |
|---|
| 736 | param_indexed 0 float 0.025 |
|---|
| 737 | // tintColour |
|---|
| 738 | param_indexed 1 float4 0.05 0.12 0.15 1 |
|---|
| 739 | } |
|---|
| 740 | |
|---|
| 741 | // Noise |
|---|
| 742 | texture_unit |
|---|
| 743 | { |
|---|
| 744 | // Perlin noise volume |
|---|
| 745 | texture perlinvolume.dds 3d |
|---|
| 746 | // min / mag filtering, no mip |
|---|
| 747 | filtering linear linear none |
|---|
| 748 | } |
|---|
| 749 | // Reflection |
|---|
| 750 | texture_unit |
|---|
| 751 | { |
|---|
| 752 | // Will be filled in at runtime |
|---|
| 753 | texture Reflection |
|---|
| 754 | tex_address_mode clamp |
|---|
| 755 | // needed by ps.1.4 |
|---|
| 756 | tex_coord_set 1 |
|---|
| 757 | } |
|---|
| 758 | // Refraction |
|---|
| 759 | texture_unit |
|---|
| 760 | { |
|---|
| 761 | // Will be filled in at runtime |
|---|
| 762 | texture Refraction |
|---|
| 763 | tex_address_mode clamp |
|---|
| 764 | // needed by ps.1.4 |
|---|
| 765 | tex_coord_set 2 |
|---|
| 766 | } |
|---|
| 767 | } |
|---|
| 768 | } |
|---|
| 769 | } |
|---|
| 770 | |
|---|
| 771 | // Normal-mapped Athene statue |
|---|
| 772 | material Examples/Athene/NormalMapped |
|---|
| 773 | { |
|---|
| 774 | |
|---|
| 775 | // This is the preferred technique which uses both vertex and |
|---|
| 776 | // fragment programs, supports coloured lights |
|---|
| 777 | technique |
|---|
| 778 | { |
|---|
| 779 | // Base ambient pass |
|---|
| 780 | pass |
|---|
| 781 | { |
|---|
| 782 | // base colours, not needed for rendering, but as information |
|---|
| 783 | // to lighting pass categorisation routine |
|---|
| 784 | ambient 1 1 1 |
|---|
| 785 | diffuse 0 0 0 |
|---|
| 786 | specular 0 0 0 0 |
|---|
| 787 | // Really basic vertex program |
|---|
| 788 | // NB we don't use fixed function here because GL does not like |
|---|
| 789 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 790 | // be an issue |
|---|
| 791 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 792 | { |
|---|
| 793 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 794 | param_named_auto ambient ambient_light_colour |
|---|
| 795 | } |
|---|
| 796 | |
|---|
| 797 | } |
|---|
| 798 | // Now do the lighting pass |
|---|
| 799 | // NB we don't do decal texture here because this is repeated per light |
|---|
| 800 | pass |
|---|
| 801 | { |
|---|
| 802 | // base colours, not needed for rendering, but as information |
|---|
| 803 | // to lighting pass categorisation routine |
|---|
| 804 | ambient 0 0 0 |
|---|
| 805 | |
|---|
| 806 | // do this for each light |
|---|
| 807 | iteration once_per_light |
|---|
| 808 | |
|---|
| 809 | |
|---|
| 810 | scene_blend add |
|---|
| 811 | |
|---|
| 812 | // Vertex program reference |
|---|
| 813 | vertex_program_ref Examples/BumpMapVP |
|---|
| 814 | { |
|---|
| 815 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 816 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 817 | } |
|---|
| 818 | |
|---|
| 819 | // Fragment program |
|---|
| 820 | fragment_program_ref Examples/BumpMapFP |
|---|
| 821 | { |
|---|
| 822 | param_named_auto lightDiffuse light_diffuse_colour 0 |
|---|
| 823 | } |
|---|
| 824 | |
|---|
| 825 | // texture shadow receiver program |
|---|
| 826 | shadow_receiver_vertex_program_ref Examples/BumpMapVPShadowRcv |
|---|
| 827 | { |
|---|
| 828 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 829 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 830 | param_named_auto worldMatrix world_matrix |
|---|
| 831 | param_named_auto texViewProj texture_viewproj_matrix |
|---|
| 832 | } |
|---|
| 833 | // Additive texture shadow receiver program |
|---|
| 834 | shadow_receiver_fragment_program_ref Examples/BumpMapFPShadowRcv |
|---|
| 835 | { |
|---|
| 836 | param_named_auto lightDiffuse light_diffuse_colour 0 |
|---|
| 837 | } |
|---|
| 838 | |
|---|
| 839 | // Base bump map |
|---|
| 840 | texture_unit |
|---|
| 841 | { |
|---|
| 842 | texture atheneNormalMap.png |
|---|
| 843 | colour_op replace |
|---|
| 844 | } |
|---|
| 845 | // Normalisation cube map |
|---|
| 846 | texture_unit |
|---|
| 847 | { |
|---|
| 848 | cubic_texture nm.png combinedUVW |
|---|
| 849 | tex_coord_set 1 |
|---|
| 850 | tex_address_mode clamp |
|---|
| 851 | } |
|---|
| 852 | } |
|---|
| 853 | |
|---|
| 854 | // Decal pass |
|---|
| 855 | pass |
|---|
| 856 | { |
|---|
| 857 | // base colours, not needed for rendering, but as information |
|---|
| 858 | // to lighting pass categorisation routine |
|---|
| 859 | lighting off |
|---|
| 860 | // Really basic vertex program |
|---|
| 861 | // NB we don't use fixed function here because GL does not like |
|---|
| 862 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 863 | // be an issue |
|---|
| 864 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 865 | { |
|---|
| 866 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 867 | param_named ambient float4 1 1 1 1 |
|---|
| 868 | } |
|---|
| 869 | scene_blend dest_colour zero |
|---|
| 870 | texture_unit |
|---|
| 871 | { |
|---|
| 872 | texture egyptrockyfull.jpg |
|---|
| 873 | } |
|---|
| 874 | |
|---|
| 875 | } |
|---|
| 876 | } |
|---|
| 877 | |
|---|
| 878 | // This is the fallback which cards which don't have fragment program |
|---|
| 879 | // support will use |
|---|
| 880 | // Note that it still requires vertex program support |
|---|
| 881 | technique |
|---|
| 882 | { |
|---|
| 883 | // Base ambient pass |
|---|
| 884 | pass |
|---|
| 885 | { |
|---|
| 886 | // base colours, not needed for rendering, but as information |
|---|
| 887 | // to lighting pass categorisation routine |
|---|
| 888 | ambient 1 1 1 |
|---|
| 889 | diffuse 0 0 0 |
|---|
| 890 | specular 0 0 0 0 |
|---|
| 891 | // Really basic vertex program |
|---|
| 892 | // NB we don't use fixed function here because GL does not like |
|---|
| 893 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 894 | // be an issue |
|---|
| 895 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 896 | { |
|---|
| 897 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 898 | param_named_auto ambient ambient_light_colour |
|---|
| 899 | } |
|---|
| 900 | |
|---|
| 901 | } |
|---|
| 902 | // Now do the lighting pass |
|---|
| 903 | // NB we don't do decal texture here because this is repeated per light |
|---|
| 904 | pass |
|---|
| 905 | { |
|---|
| 906 | // base colours, not needed for rendering, but as information |
|---|
| 907 | // to lighting pass categorisation routine |
|---|
| 908 | ambient 0 0 0 |
|---|
| 909 | // do this for each light |
|---|
| 910 | iteration once_per_light |
|---|
| 911 | |
|---|
| 912 | |
|---|
| 913 | scene_blend add |
|---|
| 914 | |
|---|
| 915 | // Vertex program reference |
|---|
| 916 | vertex_program_ref Examples/BumpMapVP |
|---|
| 917 | { |
|---|
| 918 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 919 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 920 | } |
|---|
| 921 | |
|---|
| 922 | // Base bump map |
|---|
| 923 | texture_unit |
|---|
| 924 | { |
|---|
| 925 | texture atheneNormalMap.png |
|---|
| 926 | colour_op replace |
|---|
| 927 | } |
|---|
| 928 | // Normalisation cube map, with dot product on bump map |
|---|
| 929 | texture_unit |
|---|
| 930 | { |
|---|
| 931 | cubic_texture nm.png combinedUVW |
|---|
| 932 | tex_coord_set 1 |
|---|
| 933 | tex_address_mode clamp |
|---|
| 934 | colour_op_ex dotproduct src_texture src_current |
|---|
| 935 | colour_op_multipass_fallback dest_colour zero |
|---|
| 936 | } |
|---|
| 937 | } |
|---|
| 938 | |
|---|
| 939 | // Decal pass |
|---|
| 940 | pass |
|---|
| 941 | { |
|---|
| 942 | lighting off |
|---|
| 943 | // Really basic vertex program |
|---|
| 944 | // NB we don't use fixed function here because GL does not like |
|---|
| 945 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 946 | // be an issue |
|---|
| 947 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 948 | { |
|---|
| 949 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 950 | param_named ambient float4 1 1 1 1 |
|---|
| 951 | } |
|---|
| 952 | scene_blend dest_colour zero |
|---|
| 953 | texture_unit |
|---|
| 954 | { |
|---|
| 955 | texture egyptrockyfull.jpg |
|---|
| 956 | } |
|---|
| 957 | |
|---|
| 958 | } |
|---|
| 959 | |
|---|
| 960 | } |
|---|
| 961 | } |
|---|
| 962 | |
|---|
| 963 | // Basic Athene statue |
|---|
| 964 | material Examples/Athene/Basic |
|---|
| 965 | { |
|---|
| 966 | |
|---|
| 967 | technique |
|---|
| 968 | { |
|---|
| 969 | pass |
|---|
| 970 | { |
|---|
| 971 | ambient 0.3 0.3 0.3 |
|---|
| 972 | diffuse 1.0 1.0 0.9 |
|---|
| 973 | |
|---|
| 974 | texture_unit |
|---|
| 975 | { |
|---|
| 976 | texture egyptrockyfull.jpg |
|---|
| 977 | } |
|---|
| 978 | |
|---|
| 979 | } |
|---|
| 980 | } |
|---|
| 981 | } |
|---|
| 982 | |
|---|
| 983 | |
|---|
| 984 | // Any number of lights, diffuse and specular |
|---|
| 985 | material Examples/Athene/NormalMappedSpecular |
|---|
| 986 | { |
|---|
| 987 | |
|---|
| 988 | // This is the preferred technique which uses both vertex and |
|---|
| 989 | // fragment programs, supports coloured lights |
|---|
| 990 | technique |
|---|
| 991 | { |
|---|
| 992 | // Base ambient pass |
|---|
| 993 | pass |
|---|
| 994 | { |
|---|
| 995 | // base colours, not needed for rendering, but as information |
|---|
| 996 | // to lighting pass categorisation routine |
|---|
| 997 | ambient 1 1 1 |
|---|
| 998 | diffuse 0 0 0 |
|---|
| 999 | specular 0 0 0 0 |
|---|
| 1000 | // Really basic vertex program |
|---|
| 1001 | // NB we don't use fixed function here because GL does not like |
|---|
| 1002 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 1003 | // be an issue |
|---|
| 1004 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 1005 | { |
|---|
| 1006 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 1007 | param_named_auto ambient ambient_light_colour |
|---|
| 1008 | } |
|---|
| 1009 | |
|---|
| 1010 | } |
|---|
| 1011 | // Now do the lighting pass |
|---|
| 1012 | // NB we don't do decal texture here because this is repeated per light |
|---|
| 1013 | pass |
|---|
| 1014 | { |
|---|
| 1015 | // base colours, not needed for rendering, but as information |
|---|
| 1016 | // to lighting pass categorisation routine |
|---|
| 1017 | ambient 0 0 0 |
|---|
| 1018 | // do this for each light |
|---|
| 1019 | iteration once_per_light |
|---|
| 1020 | |
|---|
| 1021 | |
|---|
| 1022 | scene_blend add |
|---|
| 1023 | |
|---|
| 1024 | // Vertex program reference |
|---|
| 1025 | vertex_program_ref Examples/BumpMapVPSpecular |
|---|
| 1026 | { |
|---|
| 1027 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 1028 | param_named_auto eyePosition camera_position_object_space |
|---|
| 1029 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 1030 | } |
|---|
| 1031 | |
|---|
| 1032 | // Fragment program |
|---|
| 1033 | fragment_program_ref Examples/BumpMapFPSpecular |
|---|
| 1034 | { |
|---|
| 1035 | param_named_auto lightDiffuse light_diffuse_colour 0 |
|---|
| 1036 | param_named_auto lightSpecular light_specular_colour 0 |
|---|
| 1037 | } |
|---|
| 1038 | |
|---|
| 1039 | // Base bump map |
|---|
| 1040 | texture_unit |
|---|
| 1041 | { |
|---|
| 1042 | texture atheneNormalMap.png |
|---|
| 1043 | colour_op replace |
|---|
| 1044 | } |
|---|
| 1045 | // Normalisation cube map |
|---|
| 1046 | texture_unit |
|---|
| 1047 | { |
|---|
| 1048 | cubic_texture nm.png combinedUVW |
|---|
| 1049 | tex_coord_set 1 |
|---|
| 1050 | tex_address_mode clamp |
|---|
| 1051 | } |
|---|
| 1052 | // Normalisation cube map #2 |
|---|
| 1053 | texture_unit |
|---|
| 1054 | { |
|---|
| 1055 | cubic_texture nm.png combinedUVW |
|---|
| 1056 | tex_coord_set 2 |
|---|
| 1057 | tex_address_mode clamp |
|---|
| 1058 | } |
|---|
| 1059 | } |
|---|
| 1060 | |
|---|
| 1061 | // Decal pass |
|---|
| 1062 | pass |
|---|
| 1063 | { |
|---|
| 1064 | lighting off |
|---|
| 1065 | // Really basic vertex program |
|---|
| 1066 | // NB we don't use fixed function here because GL does not like |
|---|
| 1067 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 1068 | // be an issue |
|---|
| 1069 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 1070 | { |
|---|
| 1071 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 1072 | param_named ambient float4 1 1 1 1 |
|---|
| 1073 | } |
|---|
| 1074 | scene_blend dest_colour zero |
|---|
| 1075 | texture_unit |
|---|
| 1076 | { |
|---|
| 1077 | texture egyptrockyfull.jpg |
|---|
| 1078 | } |
|---|
| 1079 | |
|---|
| 1080 | } |
|---|
| 1081 | } |
|---|
| 1082 | |
|---|
| 1083 | // This is the fallback which cards which don't have fragment program |
|---|
| 1084 | // support will use, NB does not support specular colour |
|---|
| 1085 | // Note that it still requires vertex program support |
|---|
| 1086 | technique |
|---|
| 1087 | { |
|---|
| 1088 | // Base ambient pass |
|---|
| 1089 | pass |
|---|
| 1090 | { |
|---|
| 1091 | // base colours, not needed for rendering, but as information |
|---|
| 1092 | // to lighting pass categorisation routine |
|---|
| 1093 | ambient 1 1 1 |
|---|
| 1094 | diffuse 0 0 0 |
|---|
| 1095 | specular 0 0 0 0 |
|---|
| 1096 | // Really basic vertex program |
|---|
| 1097 | // NB we don't use fixed function here because GL does not like |
|---|
| 1098 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 1099 | // be an issue |
|---|
| 1100 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 1101 | { |
|---|
| 1102 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 1103 | param_named_auto ambient ambient_light_colour |
|---|
| 1104 | } |
|---|
| 1105 | |
|---|
| 1106 | } |
|---|
| 1107 | // Now do the lighting pass |
|---|
| 1108 | // NB we don't do decal texture here because this is repeated per light |
|---|
| 1109 | pass |
|---|
| 1110 | { |
|---|
| 1111 | // base colours, not needed for rendering, but as information |
|---|
| 1112 | // to lighting pass categorisation routine |
|---|
| 1113 | ambient 0 0 0 |
|---|
| 1114 | // do this for each light |
|---|
| 1115 | iteration once_per_light |
|---|
| 1116 | |
|---|
| 1117 | |
|---|
| 1118 | scene_blend add |
|---|
| 1119 | |
|---|
| 1120 | // Vertex program reference |
|---|
| 1121 | vertex_program_ref Examples/BumpMapVP |
|---|
| 1122 | { |
|---|
| 1123 | param_named_auto lightPosition light_position_object_space 0 |
|---|
| 1124 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 1125 | } |
|---|
| 1126 | |
|---|
| 1127 | // Base bump map |
|---|
| 1128 | texture_unit |
|---|
| 1129 | { |
|---|
| 1130 | texture atheneNormalMap.png |
|---|
| 1131 | colour_op replace |
|---|
| 1132 | } |
|---|
| 1133 | // Normalisation cube map, with dot product on bump map |
|---|
| 1134 | texture_unit |
|---|
| 1135 | { |
|---|
| 1136 | cubic_texture nm.png combinedUVW |
|---|
| 1137 | tex_coord_set 1 |
|---|
| 1138 | tex_address_mode clamp |
|---|
| 1139 | colour_op_ex dotproduct src_texture src_current |
|---|
| 1140 | colour_op_multipass_fallback dest_colour zero |
|---|
| 1141 | } |
|---|
| 1142 | } |
|---|
| 1143 | |
|---|
| 1144 | // Decal pass |
|---|
| 1145 | pass |
|---|
| 1146 | { |
|---|
| 1147 | lighting off |
|---|
| 1148 | // Really basic vertex program |
|---|
| 1149 | // NB we don't use fixed function here because GL does not like |
|---|
| 1150 | // mixing fixed function and vertex programs, depth fighting can |
|---|
| 1151 | // be an issue |
|---|
| 1152 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
|---|
| 1153 | { |
|---|
| 1154 | param_named_auto worldViewProj worldviewproj_matrix |
|---|
| 1155 | param_named ambient float4 1 1 1 1 |
|---|
| 1156 | } |
|---|
| 1157 | scene_blend dest_colour zero |
|---|
| 1158 | texture_unit |
|---|
| 1159 | { |
|---|
| 1160 | texture egyptrockyfull.jpg |
|---|
| 1161 | } |
|---|
| 1162 | |
|---|
| 1163 | } |
|---|
| 1164 | |
|---|
| 1165 | } |
|---|
| 1166 | } |
|---|
| 1167 | |
|---|