[657] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 |
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| 26 | #ifndef __TERRAINVERTEXPROGRAM_H__
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| 27 | #define __TERRAINVERTEXPROGRAM_H__
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| 28 |
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| 29 | #include "OgrePrerequisites.h"
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| 30 | #include "OgreCommon.h"
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| 31 | #include "OgreString.h"
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| 32 |
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| 33 | namespace Ogre {
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| 34 |
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| 35 | /*
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| 36 | Static class containing the source to vertex programs used to
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| 37 | morph the terrain LOD levels. The programs are generated from
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| 38 | the following Cg:
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| 39 | @code
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| 40 | // No fog morphing terrain
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| 41 | void terrain_vp(
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| 42 | float4 position : POSITION,
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| 43 | float2 uv1 : TEXCOORD0,
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| 44 | float2 uv2 : TEXCOORD1,
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| 45 | float delta : BLENDWEIGHT,
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| 46 |
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| 47 | out float4 oPosition : POSITION,
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| 48 | out float2 oUv1 : TEXCOORD0,
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| 49 | out float2 oUv2 : TEXCOORD1,
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| 50 | out float4 colour : COLOR,
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| 51 | uniform float4x4 worldViewProj,
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| 52 | uniform float morphFactor
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| 53 | )
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| 54 | {
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| 55 | // Apply morph
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| 56 | position.y = position.y + (delta.x * morphFactor);
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| 57 | // world / view / projection
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| 58 | oPosition = mul(worldViewProj, position);
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| 59 | // Main texture coords
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| 60 | oUv1 = uv1;
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| 61 | // Detail texture coords
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| 62 | oUv2 = uv2;
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| 63 | // Full bright (no lighting)
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| 64 | colour = float4(1,1,1,1);
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| 65 | }
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| 66 |
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| 67 |
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| 68 | // Linear fogged morphing terrain
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| 69 | void terrain_vp_linear(
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| 70 | float4 position : POSITION,
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| 71 | float2 uv1 : TEXCOORD0,
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| 72 | float2 uv2 : TEXCOORD1,
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| 73 | float delta : BLENDWEIGHT,
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| 74 |
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| 75 | out float4 oPosition : POSITION,
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| 76 | out float2 oUv1 : TEXCOORD0,
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| 77 | out float2 oUv2 : TEXCOORD1,
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| 78 | out float4 colour : COLOR,
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| 79 | out float fog : FOG,
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| 80 | uniform float4x4 worldViewProj,
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| 81 | uniform float morphFactor
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| 82 | )
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| 83 | {
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| 84 | // Apply morph
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| 85 | position.y = position.y + (delta.x * morphFactor);
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| 86 | // world / view / projection
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| 87 | oPosition = mul(worldViewProj, position);
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| 88 | // Main texture coords
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| 89 | oUv1 = uv1;
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| 90 | // Detail texture coords
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| 91 | oUv2 = uv2;
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| 92 | // Full bright (no lighting)
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| 93 | colour = float4(1,1,1,1);
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| 94 | // Fog
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| 95 | // f = end - camz / end - start
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| 96 | // when start / end has been set, fog value is distance
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| 97 | fog = oPosition.z;
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| 98 | }
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| 99 |
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| 100 |
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| 101 | // Exp fogged morphing terrain
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| 102 | void terrain_vp_exp(
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| 103 | float4 position : POSITION,
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| 104 | float2 uv1 : TEXCOORD0,
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| 105 | float2 uv2 : TEXCOORD1,
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| 106 | float delta : BLENDWEIGHT,
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| 107 |
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| 108 | out float4 oPosition : POSITION,
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| 109 | out float2 oUv1 : TEXCOORD0,
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| 110 | out float2 oUv2 : TEXCOORD1,
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| 111 | out float4 colour : COLOR,
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| 112 | out float fog : FOG,
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| 113 | uniform float4x4 worldViewProj,
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| 114 | uniform float morphFactor,
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| 115 | uniform float fogDensity)
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| 116 | {
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| 117 | // Apply morph
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| 118 | position.y = position.y + (delta.x * morphFactor);
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| 119 | // world / view / projection
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| 120 | oPosition = mul(worldViewProj, position);
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| 121 | // Main texture coords
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| 122 | oUv1 = uv1;
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| 123 | // Detail texture coords
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| 124 | oUv2 = uv2;
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| 125 | // Full bright (no lighting)
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| 126 | colour = float4(1,1,1,1);
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| 127 | // Fog
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| 128 | // f = 1 / e ^ (camz x density)
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| 129 | // note pow = exp(src1 * log(src0)).
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| 130 | fog = 1 / (exp((oPosition.z * fogDensity) * log(2.718281828)));
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| 131 | }
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| 132 |
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| 133 |
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| 134 | // Exp2 fogged morphing terrain
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| 135 | void terrain_vp_exp2(
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| 136 | float4 position : POSITION,
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| 137 | float2 uv1 : TEXCOORD0,
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| 138 | float2 uv2 : TEXCOORD1,
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| 139 | float delta : BLENDWEIGHT,
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| 140 |
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| 141 | out float4 oPosition : POSITION,
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| 142 | out float2 oUv1 : TEXCOORD0,
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| 143 | out float2 oUv2 : TEXCOORD1,
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| 144 | out float4 colour : COLOR,
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| 145 | out float fog : FOG,
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| 146 | uniform float4x4 worldViewProj,
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| 147 | uniform float morphFactor,
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| 148 | uniform float fogDensity)
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| 149 | {
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| 150 | // Apply morph
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| 151 | position.y = position.y + (delta.x * morphFactor);
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| 152 | // world / view / projection
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| 153 | oPosition = mul(worldViewProj, position);
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| 154 | // Main texture coords
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| 155 | oUv1 = uv1;
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| 156 | // Detail texture coords
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| 157 | oUv2 = uv2;
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| 158 | // Full bright (no lighting)
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| 159 | colour = float4(1,1,1,1);
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| 160 | // Fog
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| 161 | // f = 1 / e ^ (camz x density)^2
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| 162 | // note pow = exp(src1 * log(src0)).
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| 163 | float src1 = oPosition.z * 0.002;
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| 164 | fog = 1 / (exp((src1*src1) * log(2.718281828f)));
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| 165 | }
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| 166 |
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| 167 | // Shadow receiver vertex program
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| 168 | void terrain_shadow_receiver_vp(
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| 169 | float4 position : POSITION,
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| 170 | float2 uv1 : TEXCOORD0,
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| 171 | float2 uv2 : TEXCOORD1,
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| 172 | float delta : BLENDWEIGHT,
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| 173 |
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| 174 | out float4 oPosition : POSITION,
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| 175 | out float2 oUv1 : TEXCOORD0,
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| 176 | out float4 colour : COLOR,
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| 177 | uniform float4x4 worldViewProj,
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| 178 | uniform float4x4 world,
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| 179 | uniform float4x4 textureViewProj,
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| 180 | uniform float morphFactor
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| 181 | )
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| 182 | {
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| 183 | // Apply morph
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| 184 | position.y = position.y + (delta.x * morphFactor);
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| 185 | // world / view / projection
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| 186 | oPosition = mul(worldViewProj, position);
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| 187 |
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| 188 | // Main texture coords
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| 189 | float4 worldpos = mul(world, position);
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| 190 | float4 projuv = mul(textureViewProj, worldpos);
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| 191 | oUv1.xy = projuv.xy / projuv.w;
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| 192 | // Full bright (no lighting)
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| 193 | colour = float4(1,1,1,1);
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| 194 | }
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| 195 |
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| 196 | @endcode
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| 197 | */
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| 198 | class TerrainVertexProgram
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| 199 | {
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| 200 | private:
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| 201 | static String mNoFogArbvp1;
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| 202 | static String mLinearFogArbvp1;
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| 203 | static String mExpFogArbvp1;
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| 204 | static String mExp2FogArbvp1;
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| 205 | static String mShadowReceiverArbvp1;
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| 206 |
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| 207 | static String mNoFogVs_1_1;
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| 208 | static String mLinearFogVs_1_1;
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| 209 | static String mExpFogVs_1_1;
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| 210 | static String mExp2FogVs_1_1;
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| 211 | static String mShadowReceiverVs_1_1;
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| 212 |
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| 213 | public:
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| 214 | /// General purpose method to get any of the program sources
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| 215 | static const String& getProgramSource(FogMode fogMode,
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| 216 | const String syntax, bool shadowReceiver = false);
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| 217 |
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| 218 |
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| 219 | };
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| 220 | }
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| 221 |
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| 222 | #endif
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