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