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 | |
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18 | |
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19 | //-------------- |
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20 | // Bump mapping |
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21 | //-------------- |
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22 | |
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23 | // Bump map vertex program, support for this is required |
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24 | vertex_program BumpMapVP cg |
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25 | { |
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26 | source BumpMapping.cg |
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27 | entry_point main_vp |
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28 | profiles vs_1_1 arbvp1 |
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29 | } |
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30 | |
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31 | // Bump map fragment program, support for this is optional |
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32 | fragment_program BumpMapFP cg |
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33 | { |
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34 | source BumpMapping.cg |
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35 | entry_point main_fp |
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36 | profiles ps_1_1 arbfp1 fp20 |
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37 | } |
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38 | |
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39 | // Bump map with specular vertex program, support for this is required |
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40 | vertex_program BumpMapVPSpecular cg |
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41 | { |
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42 | source BumpMapping.cg |
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43 | entry_point specular_vp |
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44 | profiles vs_1_1 arbvp1 |
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45 | } |
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46 | |
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47 | // Bump map fragment program, support for this is optional |
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48 | fragment_program BumpMapFPSpecular cg |
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49 | { |
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50 | source BumpMapping.cg |
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51 | entry_point specular_fp |
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52 | profiles ps_2_0 arbfp1 fp20 |
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53 | |
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54 | default_params |
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55 | { |
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56 | param_named shine float 3 |
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57 | } |
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58 | |
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59 | } |
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60 | |
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61 | |
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62 | // Any number of lights, diffuse and specular |
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63 | material Asteroid/BumpMap |
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64 | { |
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65 | |
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66 | // This is the preferred technique which uses both vertex and |
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67 | // fragment programs, supports coloured lights |
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68 | technique |
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69 | { |
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70 | // Base ambient pass |
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71 | pass |
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72 | { |
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73 | // base colours, not needed for rendering, but as information |
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74 | // to lighting pass categorisation routine |
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75 | ambient 1 1 1 |
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76 | diffuse 0 0 0 |
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77 | specular 0 0 0 0 |
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78 | // Really basic vertex program |
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79 | // NB we don't use fixed function here because GL does not like |
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80 | // mixing fixed function and vertex programs, depth fighting can |
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81 | // be an issue |
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82 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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83 | { |
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84 | param_named_auto worldViewProj worldviewproj_matrix |
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85 | param_named_auto ambient ambient_light_colour |
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86 | } |
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87 | |
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88 | } |
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89 | // Now do the lighting pass |
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90 | // NB we don't do decal texture here because this is repeated per light |
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91 | pass |
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92 | { |
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93 | // base colours, not needed for rendering, but as information |
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94 | // to lighting pass categorisation routine |
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95 | ambient 0 0 0 |
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96 | // do this for each light |
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97 | iteration once_per_light |
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98 | |
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99 | |
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100 | scene_blend add |
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101 | |
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102 | // Vertex program reference |
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103 | vertex_program_ref BumpMapVPSpecular |
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104 | { |
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105 | param_named_auto lightPosition light_position_object_space 0 |
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106 | param_named_auto eyePosition camera_position_object_space |
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107 | param_named_auto worldViewProj worldviewproj_matrix |
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108 | } |
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109 | |
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110 | // Fragment program |
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111 | fragment_program_ref BumpMapFPSpecular |
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112 | { |
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113 | param_named_auto lightDiffuse light_diffuse_colour 0 |
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114 | param_named_auto lightSpecular light_specular_colour 0 |
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115 | param_named shine float 4 |
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116 | } |
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117 | |
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118 | // Base bump map |
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119 | texture_unit |
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120 | { |
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121 | texture nmrock.png |
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122 | colour_op replace |
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123 | } |
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124 | // Normalisation cube map |
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125 | texture_unit |
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126 | { |
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127 | cubic_texture nm.png combinedUVW |
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128 | tex_coord_set 1 |
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129 | tex_address_mode clamp |
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130 | } |
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131 | // Normalisation cube map #2 |
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132 | texture_unit |
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133 | { |
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134 | cubic_texture nm.png combinedUVW |
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135 | tex_coord_set 2 |
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136 | tex_address_mode clamp |
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137 | } |
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138 | } |
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139 | |
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140 | // Decal pass |
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141 | pass |
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142 | { |
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143 | lighting off |
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144 | // Really basic vertex program |
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145 | // NB we don't use fixed function here because GL does not like |
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146 | // mixing fixed function and vertex programs, depth fighting can |
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147 | // be an issue |
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148 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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149 | { |
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150 | param_named_auto worldViewProj worldviewproj_matrix |
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151 | param_named ambient float4 1 1 1 1 |
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152 | } |
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153 | scene_blend dest_colour zero |
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154 | texture_unit |
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155 | { |
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156 | texture rock.png |
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157 | } |
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158 | |
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159 | } |
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160 | } |
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161 | // This is the fallback which cards which don't have fragment program |
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162 | // support will use, NB does not support specular colour |
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163 | // Note that it still requires vertex program support |
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164 | technique |
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165 | { |
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166 | // Base ambient pass |
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167 | pass |
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168 | { |
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169 | // base colours, not needed for rendering, but as information |
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170 | // to lighting pass categorisation routine |
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171 | ambient 1 1 1 |
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172 | diffuse 0 0 0 |
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173 | specular 0 0 0 0 |
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174 | // Really basic vertex program |
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175 | // NB we don't use fixed function here because GL does not like |
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176 | // mixing fixed function and vertex programs, depth fighting can |
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177 | // be an issue |
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178 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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179 | { |
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180 | param_named_auto worldViewProj worldviewproj_matrix |
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181 | param_named_auto ambient ambient_light_colour |
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182 | } |
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183 | |
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184 | } |
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185 | // Now do the lighting pass |
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186 | // NB we don't do decal texture here because this is repeated per light |
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187 | pass |
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188 | { |
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189 | // base colours, not needed for rendering, but as information |
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190 | // to lighting pass categorisation routine |
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191 | ambient 0 0 0 |
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192 | // do this for each light |
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193 | iteration once_per_light |
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194 | |
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195 | |
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196 | scene_blend add |
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197 | |
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198 | // Vertex program reference |
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199 | vertex_program_ref BumpMapVP |
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200 | { |
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201 | param_named_auto lightPosition light_position_object_space 0 |
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202 | param_named_auto worldViewProj worldviewproj_matrix |
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203 | } |
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204 | |
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205 | // Base bump map |
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206 | texture_unit |
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207 | { |
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208 | texture nmrock.png |
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209 | colour_op replace |
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210 | } |
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211 | // Normalisation cube map, with dot product on bump map |
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212 | texture_unit |
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213 | { |
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214 | cubic_texture nm.png combinedUVW |
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215 | tex_coord_set 1 |
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216 | tex_address_mode clamp |
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217 | colour_op_ex dotproduct src_texture src_current |
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218 | colour_op_multipass_fallback dest_colour zero |
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219 | } |
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220 | } |
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221 | |
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222 | // Decal pass |
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223 | pass |
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224 | { |
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225 | lighting off |
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226 | // Really basic vertex program |
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227 | // NB we don't use fixed function here because GL does not like |
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228 | // mixing fixed function and vertex programs, depth fighting can |
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229 | // be an issue |
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230 | vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture |
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231 | { |
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232 | param_named_auto worldViewProj worldviewproj_matrix |
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233 | param_named ambient float4 1 1 1 1 |
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234 | } |
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235 | scene_blend dest_colour zero |
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236 | texture_unit |
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237 | { |
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238 | texture rock.png |
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239 | } |
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240 | |
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241 | } |
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242 | |
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243 | } |
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244 | |
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245 | |
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246 | } |
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247 | |
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248 | |
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249 | |
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