| 1 | // Bump map with Parallax offset vertex program, support for this is required | 
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| 2 | vertex_program Examples/OffsetMappingVP cg | 
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| 3 | { | 
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| 4 | source OffsetMapping.cg | 
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| 5 | entry_point main_vp | 
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| 6 | profiles vs_1_1 arbvp1 | 
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| 7 | } | 
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| 8 |  | 
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| 9 | // Bump map with parallax fragment program | 
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| 10 | fragment_program Examples/OffsetMappingFP cg | 
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| 11 | { | 
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| 12 | source OffsetMapping.cg | 
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| 13 | entry_point main_fp | 
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| 14 | profiles ps_2_0 arbfp1 | 
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| 15 | } | 
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| 16 |  | 
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| 17 | // Bump map with parallax fragment program | 
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| 18 | fragment_program Examples/OffsetMappingPS asm | 
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| 19 | { | 
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| 20 | source OffsetMapping_specular.asm | 
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| 21 | // sorry, only for ps_1_4 and above:) | 
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| 22 | syntax ps_1_4 | 
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| 23 | } | 
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| 24 |  | 
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| 25 |  | 
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| 26 | material Examples/OffsetMapping/Specular | 
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| 27 | { | 
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| 28 |  | 
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| 29 | // This is the preferred technique which uses both vertex and | 
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| 30 | // fragment programs, supports coloured lights | 
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| 31 | technique | 
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| 32 | { | 
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| 33 | // do the lighting  and bump mapping with parallax pass | 
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| 34 | pass | 
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| 35 | { | 
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| 36 |  | 
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| 37 | // Vertex program reference | 
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| 38 | vertex_program_ref Examples/OffsetMappingVP | 
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| 39 | { | 
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| 40 | param_named_auto lightPosition light_position_object_space 0 | 
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| 41 | param_named_auto eyePosition camera_position_object_space | 
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| 42 | param_named_auto worldViewProj worldviewproj_matrix | 
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| 43 | } | 
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| 44 |  | 
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| 45 | // Fragment program | 
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| 46 | fragment_program_ref Examples/OffsetMappingFP | 
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| 47 | { | 
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| 48 | param_named_auto lightDiffuse light_diffuse_colour 0 | 
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| 49 | param_named_auto lightSpecular light_specular_colour 0 | 
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| 50 | // Parallax Height scale and bias | 
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| 51 | param_named scaleBias float4 0.04 -0.02 1 0 | 
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| 52 | } | 
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| 53 |  | 
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| 54 | // Normal + height(alpha) map | 
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| 55 | texture_unit | 
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| 56 | { | 
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| 57 | texture rockwall_NH.tga | 
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| 58 | tex_coord_set 0 | 
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| 59 | } | 
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| 60 |  | 
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| 61 | // Base diffuse texture map | 
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| 62 | texture_unit | 
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| 63 | { | 
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| 64 | texture rockwall.tga | 
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| 65 | tex_coord_set 1 | 
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| 66 | } | 
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| 67 | } | 
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| 68 | } | 
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| 69 |  | 
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| 70 |  | 
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| 71 | // This is the preferred technique which uses both vertex and | 
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| 72 | // fragment programs, supports coloured lights | 
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| 73 | technique | 
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| 74 | { | 
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| 75 | // do the lighting  and bump mapping with parallax pass | 
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| 76 | pass | 
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| 77 | { | 
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| 78 |  | 
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| 79 | // Vertex program reference | 
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| 80 | vertex_program_ref Examples/OffsetMappingVP | 
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| 81 | { | 
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| 82 | param_named_auto lightPosition light_position_object_space 0 | 
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| 83 | param_named_auto eyePosition camera_position_object_space | 
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| 84 | param_named_auto worldViewProj worldviewproj_matrix | 
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| 85 | } | 
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| 86 |  | 
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| 87 | // Fragment program | 
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| 88 | fragment_program_ref Examples/OffsetMappingPS | 
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| 89 | { | 
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| 90 | param_indexed_auto 0 light_diffuse_colour 0 | 
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| 91 | param_indexed_auto 1 light_specular_colour 0 | 
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| 92 | // Parallax Height scale and bias | 
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| 93 | param_indexed 2 float4 0.04 -0.02 1 0 | 
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| 94 | } | 
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| 95 |  | 
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| 96 | // Normal + height(alpha) map | 
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| 97 | texture_unit | 
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| 98 | { | 
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| 99 | texture rockwall_NH.tga | 
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| 100 | tex_coord_set 0 | 
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| 101 | } | 
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| 102 |  | 
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| 103 | // Base diffuse texture map | 
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| 104 | texture_unit | 
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| 105 | { | 
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| 106 | texture rockwall.tga | 
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| 107 | tex_coord_set 1 | 
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| 108 | } | 
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| 109 | } | 
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| 110 | } | 
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| 111 |  | 
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| 112 | // Simple no-shader fallback | 
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| 113 | technique | 
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| 114 | { | 
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| 115 | pass | 
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| 116 | { | 
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| 117 | // Base diffuse texture map | 
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| 118 | texture_unit | 
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| 119 | { | 
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| 120 | texture rockwall.tga | 
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| 121 | } | 
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| 122 | } | 
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| 123 | } | 
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| 124 |  | 
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| 125 | } | 
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| 126 |  | 
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| 127 |  | 
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| 128 |  | 
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| 129 | // Single-pass offset mapping with shadows | 
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| 130 | vertex_program Examples/OffsetMappingIntegratedShadowsVPhlsl hlsl | 
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| 131 | { | 
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| 132 | source OffsetMapping.hlsl | 
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| 133 | entry_point integratedshadows_vp | 
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| 134 | target vs_2_0 | 
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| 135 | } | 
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| 136 | vertex_program Examples/OffsetMappingIntegratedShadowsVPglsl glsl | 
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| 137 | { | 
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| 138 | source OffsetMappingVp.glsl | 
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| 139 | } | 
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| 140 |  | 
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| 141 | // Single-pass offset mapping with shadows | 
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| 142 | fragment_program Examples/OffsetMappingIntegratedShadowsFPhlsl hlsl | 
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| 143 | { | 
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| 144 | source OffsetMapping.hlsl | 
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| 145 | entry_point integratedshadows_fp | 
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| 146 | target ps_2_0 | 
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| 147 | } | 
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| 148 | fragment_program Examples/OffsetMappingIntegratedShadowsFPglsl glsl | 
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| 149 | { | 
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| 150 | source OffsetMappingFp.glsl | 
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| 151 | default_params | 
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| 152 | { | 
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| 153 | // assign samplers as required by GLSL | 
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| 154 | param_named normalHeightMap int 0 | 
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| 155 | param_named diffuseMap int 1 | 
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| 156 | param_named shadowMap1 int 2 | 
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| 157 | param_named shadowMap2 int 3 | 
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| 158 | } | 
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| 159 | } | 
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| 160 | // Single-pass offset mapping with shadows | 
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| 161 | vertex_program Examples/OffsetMappingIntegratedShadowsVP unified | 
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| 162 | { | 
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| 163 | delegate Examples/OffsetMappingIntegratedShadowsVPhlsl | 
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| 164 | delegate Examples/OffsetMappingIntegratedShadowsVPglsl | 
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| 165 | } | 
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| 166 | // Single-pass offset mapping with shadows | 
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| 167 | fragment_program Examples/OffsetMappingIntegratedShadowsFP unified | 
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| 168 | { | 
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| 169 | delegate Examples/OffsetMappingIntegratedShadowsFPhlsl | 
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| 170 | delegate Examples/OffsetMappingIntegratedShadowsFPglsl | 
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| 171 | } | 
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| 172 |  | 
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| 173 |  | 
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| 174 |  | 
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| 175 | material Examples/OffsetMapping/IntegratedShadows | 
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| 176 | { | 
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| 177 |  | 
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| 178 | technique | 
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| 179 | { | 
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| 180 | // do the lighting  and bump mapping with parallax pass | 
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| 181 | pass | 
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| 182 | { | 
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| 183 |  | 
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| 184 | // Vertex program reference | 
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| 185 | vertex_program_ref Examples/OffsetMappingIntegratedShadowsVP | 
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| 186 | { | 
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| 187 | param_named_auto lightPosition light_position_object_space 0 | 
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| 188 | param_named_auto eyePosition camera_position_object_space | 
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| 189 | param_named_auto worldViewProj worldviewproj_matrix | 
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| 190 | param_named_auto spotDirection light_direction_object_space 0 | 
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| 191 |  | 
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| 192 | param_named_auto lightPosition1 light_position_object_space 1 | 
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| 193 | param_named_auto spotDirection1 light_direction_object_space 1 | 
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| 194 | // shadow texture projections | 
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| 195 | param_named_auto worldMatrix world_matrix | 
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| 196 | param_named_auto texViewProj1 texture_viewproj_matrix 0 | 
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| 197 | param_named_auto texViewProj2 texture_viewproj_matrix 1 | 
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| 198 | } | 
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| 199 |  | 
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| 200 | // Fragment program | 
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| 201 | fragment_program_ref Examples/OffsetMappingIntegratedShadowsFP | 
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| 202 | { | 
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| 203 | param_named_auto lightDiffuse light_diffuse_colour 0 | 
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| 204 | param_named_auto spotParams spotlight_params 0 | 
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| 205 |  | 
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| 206 | param_named_auto lightDiffuse1 light_diffuse_colour 1 | 
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| 207 | param_named_auto spotParams1 spotlight_params 1 | 
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| 208 | // Parallax Height scale and bias | 
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| 209 | param_named scaleBias float4 0.04 -0.02 1 0 | 
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| 210 | } | 
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| 211 |  | 
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| 212 | // Normal + height(alpha) map | 
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| 213 | texture_unit | 
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| 214 | { | 
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| 215 | texture rockwall_NH.tga | 
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| 216 | tex_coord_set 0 | 
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| 217 | } | 
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| 218 |  | 
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| 219 | // Base diffuse texture map | 
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| 220 | texture_unit | 
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| 221 | { | 
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| 222 | texture rockwall.tga | 
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| 223 | tex_coord_set 1 | 
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| 224 | } | 
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| 225 |  | 
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| 226 | // shadowmap 1 | 
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| 227 | texture_unit | 
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| 228 | { | 
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| 229 | content_type shadow | 
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| 230 | } | 
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| 231 | // shadowmap 2 | 
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| 232 | texture_unit | 
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| 233 | { | 
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| 234 | content_type shadow | 
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| 235 | } | 
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| 236 | } | 
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| 237 | } | 
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| 238 |  | 
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| 239 |  | 
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| 240 |  | 
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| 241 | } | 
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| 242 |  | 
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