1 | |
---|
2 | // A really basic ambient pass program, support for one texture coodinate set |
---|
3 | vertex_program Ogre/BasicVertexPrograms/AmbientOneTexture cg |
---|
4 | { |
---|
5 | source Example_Basic.cg |
---|
6 | entry_point ambientOneTexture_vp |
---|
7 | profiles vs_1_1 arbvp1 |
---|
8 | |
---|
9 | default_params |
---|
10 | { |
---|
11 | param_named_auto worldViewProj worldviewproj_matrix |
---|
12 | param_named_auto ambient ambient_light_colour |
---|
13 | } |
---|
14 | |
---|
15 | } |
---|
16 | |
---|
17 | |
---|
18 | |
---|
19 | //-------------- |
---|
20 | // Bump mapping |
---|
21 | //-------------- |
---|
22 | |
---|
23 | // Bump map vertex program, support for this is required |
---|
24 | vertex_program BumpMapVP cg |
---|
25 | { |
---|
26 | source BumpMapping.cg |
---|
27 | entry_point main_vp |
---|
28 | profiles vs_1_1 arbvp1 |
---|
29 | } |
---|
30 | |
---|
31 | // Bump map fragment program, support for this is optional |
---|
32 | fragment_program BumpMapFP cg |
---|
33 | { |
---|
34 | source BumpMapping.cg |
---|
35 | entry_point main_fp |
---|
36 | profiles ps_1_1 arbfp1 fp20 |
---|
37 | } |
---|
38 | |
---|
39 | // Bump map with specular vertex program, support for this is required |
---|
40 | vertex_program BumpMapVPSpecular cg |
---|
41 | { |
---|
42 | source BumpMapping.cg |
---|
43 | entry_point specular_vp |
---|
44 | profiles vs_1_1 arbvp1 |
---|
45 | } |
---|
46 | |
---|
47 | // Bump map fragment program, support for this is optional |
---|
48 | fragment_program BumpMapFPSpecular cg |
---|
49 | { |
---|
50 | source BumpMapping.cg |
---|
51 | entry_point specular_fp |
---|
52 | profiles ps_1_1 arbfp1 fp20 |
---|
53 | |
---|
54 | default_params |
---|
55 | { |
---|
56 | param_named shine float 3 |
---|
57 | } |
---|
58 | |
---|
59 | } |
---|
60 | |
---|
61 | |
---|
62 | // Any number of lights, diffuse and specular |
---|
63 | material Asteroid/BumpMap |
---|
64 | { |
---|
65 | |
---|
66 | // This is the preferred technique which uses both vertex and |
---|
67 | // fragment programs, supports coloured lights |
---|
68 | technique |
---|
69 | { |
---|
70 | // Base ambient pass |
---|
71 | pass |
---|
72 | { |
---|
73 | // base colours, not needed for rendering, but as information |
---|
74 | // to lighting pass categorisation routine |
---|
75 | ambient 1 1 1 |
---|
76 | diffuse 0 0 0 |
---|
77 | specular 0 0 0 0 |
---|
78 | // Really basic vertex program |
---|
79 | // NB we don't use fixed function here because GL does not like |
---|
80 | // mixing fixed function and vertex programs, depth fighting can |
---|
81 | // be an issue |
---|
82 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
83 | { |
---|
84 | param_named_auto worldViewProj worldviewproj_matrix |
---|
85 | param_named_auto ambient ambient_light_colour |
---|
86 | } |
---|
87 | |
---|
88 | } |
---|
89 | // Now do the lighting pass |
---|
90 | // NB we don't do decal texture here because this is repeated per light |
---|
91 | pass |
---|
92 | { |
---|
93 | // base colours, not needed for rendering, but as information |
---|
94 | // to lighting pass categorisation routine |
---|
95 | ambient 0 0 0 |
---|
96 | // do this for each light |
---|
97 | iteration once_per_light |
---|
98 | |
---|
99 | |
---|
100 | scene_blend add |
---|
101 | |
---|
102 | // Vertex program reference |
---|
103 | vertex_program_ref BumpMapVPSpecular |
---|
104 | { |
---|
105 | param_named_auto lightPosition light_position_object_space 0 |
---|
106 | param_named_auto eyePosition camera_position_object_space |
---|
107 | param_named_auto worldViewProj worldviewproj_matrix |
---|
108 | } |
---|
109 | |
---|
110 | // Fragment program |
---|
111 | fragment_program_ref BumpMapFPSpecular |
---|
112 | { |
---|
113 | param_named_auto lightDiffuse light_diffuse_colour 0 |
---|
114 | param_named_auto lightSpecular light_specular_colour 0 |
---|
115 | param_named shine float 4 |
---|
116 | } |
---|
117 | |
---|
118 | // Base bump map |
---|
119 | texture_unit |
---|
120 | { |
---|
121 | texture nmrock.tga |
---|
122 | colour_op replace |
---|
123 | } |
---|
124 | // Normalisation cube map |
---|
125 | texture_unit |
---|
126 | { |
---|
127 | cubic_texture nm.tga combinedUVW |
---|
128 | tex_coord_set 1 |
---|
129 | tex_address_mode clamp |
---|
130 | } |
---|
131 | // Normalisation cube map #2 |
---|
132 | texture_unit |
---|
133 | { |
---|
134 | cubic_texture nm.tga combinedUVW |
---|
135 | tex_coord_set 2 |
---|
136 | tex_address_mode clamp |
---|
137 | } |
---|
138 | } |
---|
139 | |
---|
140 | // Decal pass |
---|
141 | pass |
---|
142 | { |
---|
143 | lighting off |
---|
144 | // Really basic vertex program |
---|
145 | // NB we don't use fixed function here because GL does not like |
---|
146 | // mixing fixed function and vertex programs, depth fighting can |
---|
147 | // be an issue |
---|
148 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
149 | { |
---|
150 | param_named_auto worldViewProj worldviewproj_matrix |
---|
151 | param_named ambient float4 1 1 1 1 |
---|
152 | } |
---|
153 | scene_blend dest_colour zero |
---|
154 | texture_unit |
---|
155 | { |
---|
156 | texture rock.tga |
---|
157 | } |
---|
158 | |
---|
159 | } |
---|
160 | } |
---|
161 | // This is the fallback which cards which don't have fragment program |
---|
162 | // support will use, NB does not support specular colour |
---|
163 | // Note that it still requires vertex program support |
---|
164 | technique |
---|
165 | { |
---|
166 | // Base ambient pass |
---|
167 | pass |
---|
168 | { |
---|
169 | // base colours, not needed for rendering, but as information |
---|
170 | // to lighting pass categorisation routine |
---|
171 | ambient 1 1 1 |
---|
172 | diffuse 0 0 0 |
---|
173 | specular 0 0 0 0 |
---|
174 | // Really basic vertex program |
---|
175 | // NB we don't use fixed function here because GL does not like |
---|
176 | // mixing fixed function and vertex programs, depth fighting can |
---|
177 | // be an issue |
---|
178 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
179 | { |
---|
180 | param_named_auto worldViewProj worldviewproj_matrix |
---|
181 | param_named_auto ambient ambient_light_colour |
---|
182 | } |
---|
183 | |
---|
184 | } |
---|
185 | // Now do the lighting pass |
---|
186 | // NB we don't do decal texture here because this is repeated per light |
---|
187 | pass |
---|
188 | { |
---|
189 | // base colours, not needed for rendering, but as information |
---|
190 | // to lighting pass categorisation routine |
---|
191 | ambient 0 0 0 |
---|
192 | // do this for each light |
---|
193 | iteration once_per_light |
---|
194 | |
---|
195 | |
---|
196 | scene_blend add |
---|
197 | |
---|
198 | // Vertex program reference |
---|
199 | vertex_program_ref BumpMapVP |
---|
200 | { |
---|
201 | param_named_auto lightPosition light_position_object_space 0 |
---|
202 | param_named_auto worldViewProj worldviewproj_matrix |
---|
203 | } |
---|
204 | |
---|
205 | // Base bump map |
---|
206 | texture_unit |
---|
207 | { |
---|
208 | texture nmrock.tga |
---|
209 | colour_op replace |
---|
210 | } |
---|
211 | // Normalisation cube map, with dot product on bump map |
---|
212 | texture_unit |
---|
213 | { |
---|
214 | cubic_texture nm.tga combinedUVW |
---|
215 | tex_coord_set 1 |
---|
216 | tex_address_mode clamp |
---|
217 | colour_op_ex dotproduct src_texture src_current |
---|
218 | colour_op_multipass_fallback dest_colour zero |
---|
219 | } |
---|
220 | } |
---|
221 | |
---|
222 | // Decal pass |
---|
223 | pass |
---|
224 | { |
---|
225 | lighting off |
---|
226 | // Really basic vertex program |
---|
227 | // NB we don't use fixed function here because GL does not like |
---|
228 | // mixing fixed function and vertex programs, depth fighting can |
---|
229 | // be an issue |
---|
230 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
---|
231 | { |
---|
232 | param_named_auto worldViewProj worldviewproj_matrix |
---|
233 | param_named ambient float4 1 1 1 1 |
---|
234 | } |
---|
235 | scene_blend dest_colour zero |
---|
236 | texture_unit |
---|
237 | { |
---|
238 | texture rock.tga |
---|
239 | } |
---|
240 | |
---|
241 | } |
---|
242 | |
---|
243 | } |
---|
244 | |
---|
245 | |
---|
246 | } |
---|
247 | |
---|
248 | |
---|
249 | |
---|