1 | |
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2 | // A really basic ambient pass program, support for one texture coodinate set |
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3 | vertex_program Ogre/BasicVertexPrograms/AmbientOneTexture cg |
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4 | { |
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5 | source Example_Basic.cg |
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6 | entry_point ambientOneTexture_vp |
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7 | profiles vs_1_1 arbvp1 |
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8 | |
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9 | default_params |
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10 | { |
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11 | param_named_auto worldViewProj worldviewproj_matrix |
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12 | param_named_auto ambient ambient_light_colour |
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13 | } |
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14 | |
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15 | } |
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16 | |
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17 | // A really basic ambient pass program, support for one texture coodinate set |
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18 | vertex_program Ogre/BasicVertexPrograms/AmbientOneTextureGLSL glsl |
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19 | { |
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20 | source AmbientOneTexture.glsl |
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21 | |
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22 | default_params |
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23 | { |
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24 | param_named_auto ambient ambient_light_colour |
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25 | } |
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26 | } |
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27 | |
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28 | |
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29 | //-------------- |
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30 | // Bump mapping |
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31 | //-------------- |
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32 | |
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33 | // Bump map vertex program, support for this is required |
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34 | vertex_program BumpMapVP cg |
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35 | { |
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36 | source BumpMapping.cg |
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37 | entry_point main_vp |
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38 | profiles vs_1_1 arbvp1 |
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39 | } |
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40 | |
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41 | // Bump map fragment program, support for this is optional |
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42 | fragment_program BumpMapFP cg |
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43 | { |
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44 | source BumpMapping.cg |
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45 | entry_point main_fp |
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46 | profiles ps_1_1 arbfp1 fp20 |
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47 | } |
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48 | |
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49 | // Bump map with specular vertex program, support for this is required |
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50 | vertex_program BumpMapVPSpecular cg |
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51 | { |
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52 | source BumpMapping.cg |
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53 | entry_point specular_vp |
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54 | profiles vs_1_1 arbvp1 |
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55 | } |
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56 | |
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57 | // Bump map fragment program, support for this is optional |
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58 | fragment_program BumpMapFPSpecular cg |
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59 | { |
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60 | source BumpMapping.cg |
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61 | entry_point specular_fp |
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62 | profiles ps_1_1 arbfp1 fp20 |
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63 | |
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64 | default_params |
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65 | { |
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66 | param_named shine float 3 |
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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 | // Any number of lights, diffuse and specular |
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73 | material Asteroid/BumpMap |
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74 | { |
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75 | |
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76 | // This is the preferred technique which uses both vertex and |
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77 | // fragment programs, supports coloured lights |
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78 | technique |
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79 | { |
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80 | // Base ambient pass |
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81 | pass |
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82 | { |
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83 | // base colours, not needed for rendering, but as information |
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84 | // to lighting pass categorisation routine |
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85 | ambient 1 1 1 |
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86 | diffuse 0 0 0 |
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87 | specular 0 0 0 0 |
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88 | // Really basic vertex program |
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89 | // NB we don't use fixed function here because GL does not like |
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90 | // mixing fixed function and vertex programs, depth fighting can |
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91 | // be an issue |
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92 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureGLSL |
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93 | { |
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94 | |
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95 | param_named ambient float3 0.1 0.1 0.1 |
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96 | } |
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97 | |
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98 | } |
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99 | // Now do the lighting pass |
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100 | // NB we don't do decal texture here because this is repeated per light |
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101 | pass |
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102 | { |
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103 | // base colours, not needed for rendering, but as information |
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104 | // to lighting pass categorisation routine |
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105 | ambient 0 0 0 |
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106 | // do this for each light |
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107 | iteration once_per_light |
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108 | |
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109 | |
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110 | scene_blend add |
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111 | |
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112 | // Vertex program reference |
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113 | vertex_program_ref BumpMapVPSpecular |
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114 | { |
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115 | param_named_auto lightPosition light_position_object_space 0 |
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116 | param_named_auto eyePosition camera_position_object_space |
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117 | param_named_auto worldViewProj worldviewproj_matrix |
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118 | } |
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119 | |
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120 | // Fragment program |
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121 | fragment_program_ref BumpMapFPSpecular |
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122 | { |
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123 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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124 | param_named_auto lightSpecular light_specular_colour 0 |
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125 | param_named shine float 4 |
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126 | } |
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127 | |
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128 | // Base bump map |
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129 | texture_unit |
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130 | { |
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131 | texture nmrock.tga |
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132 | colour_op replace |
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133 | } |
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134 | // Normalisation cube map |
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135 | texture_unit |
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136 | { |
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137 | cubic_texture nm.tga combinedUVW |
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138 | tex_coord_set 1 |
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139 | tex_address_mode clamp |
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140 | } |
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141 | // Normalisation cube map #2 |
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142 | texture_unit |
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143 | { |
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144 | cubic_texture nm.tga combinedUVW |
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145 | tex_coord_set 2 |
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146 | tex_address_mode clamp |
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147 | } |
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148 | } |
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149 | |
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150 | // Decal pass |
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151 | pass |
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152 | { |
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153 | lighting off |
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154 | // Really basic vertex program |
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155 | // NB we don't use fixed function here because GL does not like |
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156 | // mixing fixed function and vertex programs, depth fighting can |
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157 | // be an issue |
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158 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureGLSL |
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159 | { |
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160 | |
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161 | param_named ambient float4 1 1 1 1 |
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162 | } |
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163 | scene_blend dest_colour zero |
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164 | texture_unit |
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165 | { |
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166 | texture rock.tga |
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167 | } |
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168 | |
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169 | } |
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170 | } |
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171 | |
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172 | } |
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173 | |
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174 | |
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175 | |
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