[5119] | 1 | |
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| 2 | //-------------- |
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| 3 | // Bump mapping |
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| 4 | //-------------- |
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| 5 | |
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| 6 | |
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| 7 | |
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| 8 | // Any number of lights, diffuse and specular |
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[5126] | 9 | material Assff/BumpMap |
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[5119] | 10 | { |
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| 11 | |
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| 12 | // This is the preferred technique which uses both vertex and |
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| 13 | // fragment programs, supports coloured lights |
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| 14 | technique |
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| 15 | { |
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| 16 | // Base ambient pass |
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| 17 | pass |
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| 18 | { |
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| 19 | // base colours, not needed for rendering, but as information |
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| 20 | // to lighting pass categorisation routine |
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| 21 | ambient 1 1 1 |
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| 22 | diffuse 0 0 0 |
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| 23 | specular 0 0 0 0 |
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| 24 | // Really basic vertex program |
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| 25 | // NB we don't use fixed function here because GL does not like |
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| 26 | // mixing fixed function and vertex programs, depth fighting can |
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| 27 | // be an issue |
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[5135] | 28 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureGLSL |
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[5119] | 29 | { |
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[5135] | 30 | |
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[5119] | 31 | param_named_auto ambient ambient_light_colour |
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| 32 | } |
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| 33 | |
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| 34 | } |
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| 35 | // Now do the lighting pass |
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| 36 | // NB we don't do decal texture here because this is repeated per light |
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| 37 | pass |
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| 38 | { |
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| 39 | // base colours, not needed for rendering, but as information |
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| 40 | // to lighting pass categorisation routine |
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| 41 | ambient 0 0 0 |
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| 42 | // do this for each light |
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| 43 | iteration once_per_light |
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| 44 | |
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| 45 | |
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| 46 | scene_blend add |
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| 47 | |
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| 48 | // Vertex program reference |
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[5126] | 49 | vertex_program_ref BumpMapVPSpecular |
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[5119] | 50 | { |
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| 51 | param_named_auto lightPosition light_position_object_space 0 |
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| 52 | param_named_auto eyePosition camera_position_object_space |
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| 53 | param_named_auto worldViewProj worldviewproj_matrix |
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| 54 | } |
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| 55 | |
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| 56 | // Fragment program |
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[5126] | 57 | fragment_program_ref BumpMapFPSpecular |
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[5119] | 58 | { |
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| 59 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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| 60 | param_named_auto lightSpecular light_specular_colour 0 |
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[5126] | 61 | param_named shine float 2 |
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[5119] | 62 | } |
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| 63 | |
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| 64 | // Base bump map |
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| 65 | texture_unit |
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| 66 | { |
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[5126] | 67 | texture nmnone.tga |
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[5119] | 68 | colour_op replace |
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| 69 | } |
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| 70 | // Normalisation cube map |
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| 71 | texture_unit |
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| 72 | { |
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| 73 | cubic_texture nm.tga combinedUVW |
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| 74 | tex_coord_set 1 |
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| 75 | tex_address_mode clamp |
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| 76 | } |
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| 77 | // Normalisation cube map #2 |
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| 78 | texture_unit |
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| 79 | { |
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| 80 | cubic_texture nm.tga combinedUVW |
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| 81 | tex_coord_set 2 |
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| 82 | tex_address_mode clamp |
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| 83 | } |
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| 84 | } |
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| 85 | |
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| 86 | // Decal pass |
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| 87 | pass |
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| 88 | { |
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| 89 | lighting off |
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| 90 | // Really basic vertex program |
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| 91 | // NB we don't use fixed function here because GL does not like |
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| 92 | // mixing fixed function and vertex programs, depth fighting can |
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| 93 | // be an issue |
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[5135] | 94 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureGLSL |
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[5119] | 95 | { |
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[5135] | 96 | |
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[5119] | 97 | param_named ambient float4 1 1 1 1 |
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| 98 | } |
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| 99 | scene_blend dest_colour zero |
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| 100 | texture_unit |
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| 101 | { |
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[5126] | 102 | texture assff.JPG |
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[5119] | 103 | } |
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| 104 | |
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| 105 | } |
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| 106 | } |
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| 107 | |
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[5135] | 108 | |
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[5119] | 109 | } |
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| 110 | |
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| 111 | |
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| 112 | |
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