Changeset 2422 for GTP/trunk/App/Demos/Illum/Ogre/Media
- Timestamp:
- 06/08/07 00:05:53 (18 years ago)
- Location:
- GTP/trunk/App/Demos/Illum/Ogre/Media
- Files:
-
- 1 added
- 1 deleted
- 9 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/FPSarm.material
r2417 r2422 192 192 { 193 193 update_interval 1 194 update_all_face false194 update_all_face true 195 195 distance_calc false 196 196 face_angle_calc false -
GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/MoriaHallBase.hlsl
r2417 r2422 129 129 //do Path Map to gather indirect illumination 130 130 131 //float4 indirect = PathMapIndirect(PathMap, WeightIndexMap, WeightMap, IN.texCoord2.zw) * 1.2;132 //indirect *= diffuseColor;133 //Color = Color + indirect ;131 float4 indirect = PathMapIndirect(PathMap, WeightIndexMap, WeightMap, IN.texCoord2.zw) * 1.2; 132 indirect *= diffuseColor; 133 //Color = Color + indirect * 1.5; 134 134 135 Color += lightPower1 * diffuseColor * 0.0005;135 //Color += lightPower1 * diffuseColor * 0.0005; 136 136 137 137 //gather caustics for all casters -
GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/SkinningVS.cg
r2417 r2422 47 47 out float4 oPosition : POSITION, 48 48 out float3 cPos:TEXCOORD0, 49 uniform float3x4 worldMatrix3x4Array[6 7],49 uniform float3x4 worldMatrix3x4Array[69], 50 50 uniform float4x4 viewMatrix, 51 51 uniform float4x4 viewProjectionMatrix) -
GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/moria.material
r2417 r2422 23 23 //RenderTechnique PathMap 24 24 //{ 25 // 25 //// pass_blending one zero 26 26 // new_passes false 27 27 // start_tex_id 3 -
GTP/trunk/App/Demos/Illum/Ogre/Media/PMDemo/PRMDemo.material
r2404 r2422 7 7 IllumTechniques 8 8 { 9 10 RenderTechnique PathMap 9 RenderTechnique PathMap 11 10 { 12 11 pass_blending one one 13 12 } 14 15 13 RenderTechnique DepthShadowReceiver 14 { 15 pass_blending zero src_colour 16 max_light_count 1 17 vertex_program_name GTP/Basic/LightCPos_VS 18 //fragment_program_name GTP/Basic/SM/Dist_VSM_PS 19 fragment_program_name GTP/Basic/SM/Dist_PS 20 set_light_view true 21 set_light_farplane true 22 light_viewproj_param_name LightViewProj 23 light_view_param_name LightView 24 light_farplane_param_name lightFarPlane 25 world_view_proj_param_name WorldViewProj 26 world_param_name World 27 } 16 28 } 17 29 vertex_program_ref GTP/Basic/ShadedTex_VS … … 111 123 } 112 124 } 113 114 115 116 RenderTechnique DepthShadowReceiver117 {118 pass_blending one zero119 max_light_count 1120 vertex_program_name GTP/Basic/LightCPos_VS121 //fragment_program_name GTP/Basic/SM/Dist_VSM_PS122 fragment_program_name GTP/Basic/SM/Dist_PS123 set_light_view true124 set_light_farplane true125 light_viewproj_param_name LightViewProj126 light_view_param_name LightView127 light_farplane_param_name lightFarPlane128 world_view_proj_param_name WorldViewProj129 world_param_name World130 }131 132 133 RenderTechnique DepthShadowReceiver134 {135 pass_blending zero src_colour136 max_light_count 1137 vertex_program_name GTP/Basic/LightCPos_VS138 //fragment_program_name GTP/Basic/SM/Dist_VSM_PS139 fragment_program_name GTP/Basic/SM/Dist_PS140 set_light_view true141 set_light_farplane true142 light_viewproj_param_name LightViewProj143 light_view_param_name LightView144 light_farplane_param_name lightFarPlane145 world_view_proj_param_name WorldViewProj146 world_param_name World147 } -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPBasic/GTPBasicShading.hlsl
r2414 r2422 59 59 float cosb = max(dot(IN.wNormal.xyz, diff), 0); 60 60 61 //color.rgb += pow(cosa, 9) * cosb / dist2 * lightPower1 * lightColor1;62 color.rgb += cosb / dist2 * lightPower1 * lightColor1;61 color.rgb += pow(cosa, 9) * cosb / dist2 * lightPower1 * lightColor1; 62 //color.rgb += cosb / dist2 * lightPower1 * lightColor1; 63 63 64 64 } 65 65 /* 66 66 { 67 67 float3 lightDir = normalize(lightDir2); … … 75 75 float cosb = max(dot(IN.wNormal.xyz, diff), 0); 76 76 77 //color.rgb += pow(cosa, 9) * cosb / dist2 * lightPower2 * lightColor2;78 color.rgb += cosb / dist2 * lightPower1 * lightColor1;77 color.rgb += pow(cosa, 9) * cosb / dist2 * lightPower2 * lightColor2; 78 //color.rgb += cosb / dist2 * lightPower1 * lightColor1; 79 79 } 80 80 */ 81 81 //color.rgb *= lightPower; 82 82 //return 0; 83 return color* tex2D(colorTex, IN.texCoord);83 return (color) * tex2D(colorTex, IN.texCoord); 84 84 } -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPBasic/GTPShadowMap_PS.hlsl
r2404 r2422 19 19 #define DIST_EPSILON 0.001 20 20 21 //#define shadowColor float4(0.9 ,0.9,0.9,1)21 //#define shadowColor float4(0.95,0.95,0.95,1) 22 22 #define shadowColor float4(0.2,0.2,0.2,1) 23 23 … … 88 88 pos.y = 1.0 - pos.y; 89 89 float storedDist = tex2D(shadowMap, pos.xy).r; 90 light = max(dist < storedDist + DIST_BIAS, shadowColor);91 90 light = dist < storedDist + DIST_BIAS; 92 91 //if(dist < storedDist + DIST_BIAS) 93 // light = 1;92 // light = 1; 94 93 } 95 94 } 96 95 light = max(light, shadowColor); 96 97 97 return light; 98 98 } -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPPathMap/PathMap.hlsl
r2409 r2422 11 11 { 12 12 float4 pos : POSITION; 13 float2 tex : TEXCOORD 1;14 float2 texAtlas : TEXCOORD 2;13 float2 tex : TEXCOORD0; 14 float2 texAtlas : TEXCOORD1; 15 15 }; 16 16 … … 28 28 output.pos = mul(WorldViewProj, input.pos); 29 29 output.tex = input.tex; 30 output.texAtlas = input.tex ;30 output.texAtlas = input.texAtlas; 31 31 return output; 32 32 } -
GTP/trunk/App/Demos/Illum/Ogre/Media/materials/GTPPathMap/PathMapWeightCompute.hlsl
r2417 r2422 79 79 //visibility = 1.0 - visibility; 80 80 //visibility = 1.0 + 0.00001 * visibility; 81 //float spotFalloff = (dot(-diff, lightDir) - lightAngleCos) / (1.0 - lightAngleCos);82 float spotFalloff = max( dot(-diff, lightDir), 0) + 0.0000000001 * lightAngleCos;81 float spotFalloff = (dot(-diff, lightDir) - lightAngleCos) / (1.0 - lightAngleCos); 82 //float spotFalloff = max( dot(-diff, lightDir), 0) + 0.0000000001 * lightAngleCos; 83 83 //spotFalloff = 1.0 + spotFalloff * 0.000000001; 84 84 spotFalloff = pow(saturate(spotFalloff), spotLightFalloff); … … 153 153 154 154 float3 w = tex2Dlod(allWeightsSampler, float4(coord1, 0, 0)).rgb; 155 float radrad = 1;//tex2Dlod(radionSampler, float4(coord2, 0, 0)).a;155 float radrad = tex2Dlod(radionSampler, float4(coord2, 0, 0)).a; 156 156 weight += w * radrad; 157 157 clusterRad += radrad;
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