1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | |
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30 | #ifndef __TERRAINVERTEXPROGRAM_H__ |
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31 | #define __TERRAINVERTEXPROGRAM_H__ |
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32 | |
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33 | #include "OgrePrerequisites.h" |
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34 | #include "OgreCommon.h" |
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35 | #include "OgreString.h" |
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36 | |
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37 | namespace Ogre { |
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38 | |
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39 | /* |
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40 | Static class containing the source to vertex programs used to |
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41 | morph the terrain LOD levels. The programs are generated from |
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42 | the following Cg: |
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43 | @code |
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44 | // No fog morphing terrain |
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45 | void terrain_vp( |
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46 | float4 position : POSITION, |
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47 | float2 uv1 : TEXCOORD0, |
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48 | float2 uv2 : TEXCOORD1, |
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49 | float delta : BLENDWEIGHT, |
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50 | |
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51 | out float4 oPosition : POSITION, |
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52 | out float2 oUv1 : TEXCOORD0, |
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53 | out float2 oUv2 : TEXCOORD1, |
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54 | out float4 colour : COLOR, |
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55 | uniform float4x4 worldViewProj, |
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56 | uniform float morphFactor |
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57 | ) |
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58 | { |
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59 | // Apply morph |
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60 | position.y = position.y + (delta.x * morphFactor); |
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61 | // world / view / projection |
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62 | oPosition = mul(worldViewProj, position); |
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63 | // Main texture coords |
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64 | oUv1 = uv1; |
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65 | // Detail texture coords |
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66 | oUv2 = uv2; |
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67 | // Full bright (no lighting) |
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68 | colour = float4(1,1,1,1); |
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69 | } |
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70 | |
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71 | |
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72 | // Linear fogged morphing terrain |
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73 | void terrain_vp_linear( |
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74 | float4 position : POSITION, |
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75 | float2 uv1 : TEXCOORD0, |
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76 | float2 uv2 : TEXCOORD1, |
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77 | float delta : BLENDWEIGHT, |
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78 | |
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79 | out float4 oPosition : POSITION, |
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80 | out float2 oUv1 : TEXCOORD0, |
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81 | out float2 oUv2 : TEXCOORD1, |
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82 | out float4 colour : COLOR, |
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83 | out float fog : FOG, |
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84 | uniform float4x4 worldViewProj, |
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85 | uniform float morphFactor |
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86 | ) |
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87 | { |
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88 | // Apply morph |
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89 | position.y = position.y + (delta.x * morphFactor); |
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90 | // world / view / projection |
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91 | oPosition = mul(worldViewProj, position); |
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92 | // Main texture coords |
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93 | oUv1 = uv1; |
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94 | // Detail texture coords |
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95 | oUv2 = uv2; |
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96 | // Full bright (no lighting) |
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97 | colour = float4(1,1,1,1); |
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98 | // Fog |
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99 | // f = end - camz / end - start |
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100 | // when start / end has been set, fog value is distance |
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101 | fog = oPosition.z; |
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102 | } |
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103 | |
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104 | |
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105 | // Exp fogged morphing terrain |
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106 | void terrain_vp_exp( |
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107 | float4 position : POSITION, |
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108 | float2 uv1 : TEXCOORD0, |
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109 | float2 uv2 : TEXCOORD1, |
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110 | float delta : BLENDWEIGHT, |
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111 | |
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112 | out float4 oPosition : POSITION, |
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113 | out float2 oUv1 : TEXCOORD0, |
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114 | out float2 oUv2 : TEXCOORD1, |
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115 | out float4 colour : COLOR, |
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116 | out float fog : FOG, |
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117 | uniform float4x4 worldViewProj, |
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118 | uniform float morphFactor, |
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119 | uniform float fogDensity) |
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120 | { |
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121 | // Apply morph |
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122 | position.y = position.y + (delta.x * morphFactor); |
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123 | // world / view / projection |
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124 | oPosition = mul(worldViewProj, position); |
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125 | // Main texture coords |
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126 | oUv1 = uv1; |
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127 | // Detail texture coords |
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128 | oUv2 = uv2; |
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129 | // Full bright (no lighting) |
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130 | colour = float4(1,1,1,1); |
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131 | // Fog |
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132 | // f = 1 / e ^ (camz x density) |
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133 | // note pow = exp(src1 * log(src0)). |
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134 | fog = 1 / (exp((oPosition.z * fogDensity) * log(2.718281828))); |
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135 | } |
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136 | |
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137 | |
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138 | // Exp2 fogged morphing terrain |
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139 | void terrain_vp_exp2( |
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140 | float4 position : POSITION, |
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141 | float2 uv1 : TEXCOORD0, |
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142 | float2 uv2 : TEXCOORD1, |
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143 | float delta : BLENDWEIGHT, |
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144 | |
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145 | out float4 oPosition : POSITION, |
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146 | out float2 oUv1 : TEXCOORD0, |
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147 | out float2 oUv2 : TEXCOORD1, |
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148 | out float4 colour : COLOR, |
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149 | out float fog : FOG, |
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150 | uniform float4x4 worldViewProj, |
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151 | uniform float morphFactor, |
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152 | uniform float fogDensity) |
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153 | { |
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154 | // Apply morph |
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155 | position.y = position.y + (delta.x * morphFactor); |
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156 | // world / view / projection |
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157 | oPosition = mul(worldViewProj, position); |
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158 | // Main texture coords |
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159 | oUv1 = uv1; |
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160 | // Detail texture coords |
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161 | oUv2 = uv2; |
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162 | // Full bright (no lighting) |
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163 | colour = float4(1,1,1,1); |
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164 | // Fog |
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165 | // f = 1 / e ^ (camz x density)^2 |
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166 | // note pow = exp(src1 * log(src0)). |
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167 | float src1 = oPosition.z * 0.002; |
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168 | fog = 1 / (exp((src1*src1) * log(2.718281828f))); |
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169 | } |
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170 | |
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171 | // Shadow receiver vertex program |
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172 | void terrain_shadow_receiver_vp( |
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173 | float4 position : POSITION, |
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174 | float2 uv1 : TEXCOORD0, |
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175 | float2 uv2 : TEXCOORD1, |
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176 | float delta : BLENDWEIGHT, |
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177 | |
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178 | out float4 oPosition : POSITION, |
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179 | out float2 oUv1 : TEXCOORD0, |
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180 | out float4 colour : COLOR, |
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181 | uniform float4x4 worldViewProj, |
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182 | uniform float4x4 world, |
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183 | uniform float4x4 textureViewProj, |
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184 | uniform float morphFactor |
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185 | ) |
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186 | { |
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187 | // Apply morph |
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188 | position.y = position.y + (delta.x * morphFactor); |
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189 | // world / view / projection |
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190 | oPosition = mul(worldViewProj, position); |
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191 | |
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192 | // Main texture coords |
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193 | float4 worldpos = mul(world, position); |
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194 | float4 projuv = mul(textureViewProj, worldpos); |
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195 | oUv1.xy = projuv.xy / projuv.w; |
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196 | // Full bright (no lighting) |
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197 | colour = float4(1,1,1,1); |
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198 | } |
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199 | |
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200 | @endcode |
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201 | */ |
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202 | class TerrainVertexProgram |
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203 | { |
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204 | private: |
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205 | static String mNoFogArbvp1; |
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206 | static String mLinearFogArbvp1; |
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207 | static String mExpFogArbvp1; |
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208 | static String mExp2FogArbvp1; |
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209 | static String mShadowReceiverArbvp1; |
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210 | |
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211 | static String mNoFogVs_1_1; |
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212 | static String mLinearFogVs_1_1; |
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213 | static String mExpFogVs_1_1; |
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214 | static String mExp2FogVs_1_1; |
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215 | static String mShadowReceiverVs_1_1; |
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216 | |
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217 | public: |
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218 | /// General purpose method to get any of the program sources |
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219 | static const String& getProgramSource(FogMode fogMode, |
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220 | const String syntax, bool shadowReceiver = false); |
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221 | |
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222 | |
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223 | }; |
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224 | } |
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225 | |
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226 | #endif |
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