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
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506 |
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507 | // Vertex program reference
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508 | vertex_program_ref Examples/BumpMapVP
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509 | {
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510 | param_named_auto lightPosition light_position_object_space 0
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511 | param_named_auto worldViewProj worldviewproj_matrix
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512 | }
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513 |
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514 | // Base bump map
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515 | texture_unit
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516 | {
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517 | texture NMBumpsOut.png
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518 | colour_op replace
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519 | }
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520 | // Normalisation cube map, with dot product on bump map
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521 | texture_unit
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522 | {
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523 | cubic_texture nm.png combinedUVW
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524 | tex_coord_set 1
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525 | tex_address_mode clamp
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526 | colour_op_ex dotproduct src_texture src_current
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527 | colour_op_multipass_fallback dest_colour zero
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528 | }
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529 | }
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530 |
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531 | // Decal pass
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532 | pass
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533 | {
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534 | lighting off
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535 | // Really basic vertex program
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---|
536 | // NB we don't use fixed function here because GL does not like
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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 |
|
---|