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