Renamed PolyVoxSceneManager to PolyVox
This commit is contained in:
parent
fd804f51b4
commit
1d8fc1c544
@ -34,6 +34,13 @@ SET(INC_FILES
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include/VolumeIterator.h
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)
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FIND_PACKAGE(Boost REQUIRED)
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#under windows boost linking is automatic. Under Linux it is specified here. Might need changing for MinGW
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#IF(NOT WIN32)
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# SET(BOOST_LIBRARIES boost_program_options boost_filesystem)
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#ENDIF(NOT WIN32)
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ADD_DEFINITIONS(-DPOLYVOX_EXPORT) #Export symbols in the .dll
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#Appends "_d" to the generated library when in debug mode
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@ -45,7 +52,7 @@ SOURCE_GROUP("Sources" FILES ${SRC_FILES})
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SOURCE_GROUP("Headers" FILES ${INC_FILES})
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#Tell CMake the paths
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INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR}/include)
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INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS} ${CMAKE_CURRENT_SOURCE_DIR}/include)
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#Build
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ADD_LIBRARY(PolyVoxSceneManager SHARED ${SRC_FILES} ${INC_FILES})
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@ -58,5 +65,3 @@ INSTALL(TARGETS PolyVoxSceneManager
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LIBRARY DESTINATION lib
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ARCHIVE DESTINATION lib
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)
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INSTALL(DIRECTORY media/ DESTINATION ${CMAKE_INSTALL_PREFIX}/bin/media PATTERN "*.svn*" EXCLUDE)
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@ -1,101 +0,0 @@
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoords : TEXCOORD0;
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float4 Normal : TEXCOORD1;
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float2 Alpha : TEXCOORD2;
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};
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float4 main(v2f IN,
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uniform sampler2D colourMap0 : TEXUNIT0,
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uniform sampler2D colourMap1 : TEXUNIT1,
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uniform sampler2D colourMap2 : TEXUNIT2,
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uniform sampler2D colourMap3 : TEXUNIT3,
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uniform sampler2D colourMap4 : TEXUNIT4,
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uniform sampler2D colourMap5 : TEXUNIT5,
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uniform sampler2D colourMap6 : TEXUNIT6,
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uniform sampler2D colourMap7 : TEXUNIT7) : COLOR
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{
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//return float4(IN.Alpha.y, 1.0f-IN.Alpha.y, 0.0f,1.0f);
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float textureScalingFactor = 20.0f;
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//float textureSize = 512.0f;
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//float noOfTexturesPerDimension = 4.0;
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//Scale the texture.
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IN.TexCoords /= textureScalingFactor;
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//Next we compute the offset of the texture in the texture atlas
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//float material = floor(IN.Alpha.x);
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//float y = floor(material / noOfTexturesPerDimension);
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//float x = fmod(material,noOfTexturesPerDimension);
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//float2 offset = float2(x,y);
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//offset /= noOfTexturesPerDimension;
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float3 colourMapValueXY;
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float3 colourMapValueYZ;
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float3 colourMapValueXZ;
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if(IN.Alpha.x < 1.5)
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{
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//Retrieve the 3 samples
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colourMapValueXY = tex2D(colourMap0, IN.TexCoords.xy).rgb * abs(IN.Normal.z);
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colourMapValueYZ = tex2D(colourMap0, IN.TexCoords.yz).rgb * abs(IN.Normal.x);
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colourMapValueXZ = tex2D(colourMap0, IN.TexCoords.xz).rgb * abs(IN.Normal.y);
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}
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else if(IN.Alpha.x < 2.5)
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{
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//Retrieve the 3 samples
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colourMapValueXY = tex2D(colourMap1, IN.TexCoords.xy).rgb * abs(IN.Normal.z);
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colourMapValueYZ = tex2D(colourMap1, IN.TexCoords.yz).rgb * abs(IN.Normal.x);
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colourMapValueXZ = tex2D(colourMap1, IN.TexCoords.xz).rgb * abs(IN.Normal.y);
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}
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else if(IN.Alpha.x < 3.5)
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{
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//Retrieve the 3 samples
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colourMapValueXY = tex2D(colourMap2, IN.TexCoords.xy).rgb * abs(IN.Normal.z);
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colourMapValueYZ = tex2D(colourMap2, IN.TexCoords.yz).rgb * abs(IN.Normal.x);
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colourMapValueXZ = tex2D(colourMap2, IN.TexCoords.xz).rgb * abs(IN.Normal.y);
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}
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else if(IN.Alpha.x < 4.5)
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{
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//Retrieve the 3 samples
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colourMapValueXY = tex2D(colourMap3, IN.TexCoords.xy).rgb * abs(IN.Normal.z);
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colourMapValueYZ = tex2D(colourMap3, IN.TexCoords.yz).rgb * abs(IN.Normal.x);
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colourMapValueXZ = tex2D(colourMap3, IN.TexCoords.xz).rgb * abs(IN.Normal.y);
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}
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else if(IN.Alpha.x < 5.5)
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{
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//Retrieve the 3 samples
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colourMapValueXY = tex2D(colourMap4, IN.TexCoords.xy).rgb * abs(IN.Normal.z);
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colourMapValueYZ = tex2D(colourMap4, IN.TexCoords.yz).rgb * abs(IN.Normal.x);
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colourMapValueXZ = tex2D(colourMap4, IN.TexCoords.xz).rgb * abs(IN.Normal.y);
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}
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else if(IN.Alpha.x < 6.5)
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{
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//Retrieve the 3 samples
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colourMapValueXY = tex2D(colourMap5, IN.TexCoords.xy).rgb * abs(IN.Normal.z);
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colourMapValueYZ = tex2D(colourMap5, IN.TexCoords.yz).rgb * abs(IN.Normal.x);
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colourMapValueXZ = tex2D(colourMap5, IN.TexCoords.xz).rgb * abs(IN.Normal.y);
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}
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else if(IN.Alpha.x < 7.5)
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{
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//Retrieve the 3 samples
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colourMapValueXY = tex2D(colourMap6, IN.TexCoords.xy).rgb * abs(IN.Normal.z);
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colourMapValueYZ = tex2D(colourMap6, IN.TexCoords.yz).rgb * abs(IN.Normal.x);
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colourMapValueXZ = tex2D(colourMap6, IN.TexCoords.xz).rgb * abs(IN.Normal.y);
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}
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else
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{
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//Retrieve the 3 samples
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colourMapValueXY = tex2D(colourMap7, IN.TexCoords.xy).rgb * abs(IN.Normal.z);
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colourMapValueYZ = tex2D(colourMap7, IN.TexCoords.yz).rgb * abs(IN.Normal.x);
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colourMapValueXZ = tex2D(colourMap7, IN.TexCoords.xz).rgb * abs(IN.Normal.y);
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}
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//Blend according to triplanar texturing
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float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
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//Return the result
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return float4(colourMapValue*IN.Color.rgb*IN.Alpha.y,IN.Alpha.y);
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}
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@ -1,140 +0,0 @@
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struct a2v
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{
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float4 Position : POSITION; //in object space
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float3 Normal : NORMAL;
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float2 Alpha : TEXCOORD0;
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};
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoords : TEXCOORD0;
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float4 Normal : TEXCOORD1;
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float2 Alpha : TEXCOORD2;
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};
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struct light
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{
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float4 position;
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float4 diffuseColour;
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float4 attenuation;
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};
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v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float4 ambient, int iNoOfLights, light lights[4])
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{
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v2f OUT;
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OUT.Position = mul(world, IN.Position);
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float3 uVec;
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float3 vVec;
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IN.Normal = normalize(IN.Normal);
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/*float absX = abs(IN.Normal.x);
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float absY = abs(IN.Normal.y);
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float absZ = abs(IN.Normal.z);
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if((absZ <= absX) && (absZ <= absY))
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{
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//OUT.TexCoords.xy = OUT.Position.xy /textureScale;
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uVec = float3(-IN.Normal.y, IN.Normal.x,0);
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}
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else if((absY <= absX) && (absY <= absZ))
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{
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//OUT.TexCoords.xy = OUT.Position.xz /textureScale;
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uVec = float3(-IN.Normal.z, 0, IN.Normal.x);
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}
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else if((absX <= absZ) && (absX <= absY))
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{
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// OUT.TexCoords.xy = OUT.Position.yz /textureScale;
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uVec = float3(0, -IN.Normal.z, IN.Normal.y);
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}
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vVec = cross(IN.Normal, uVec);
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OUT.TexCoords.x = dot(OUT.Position.xyz, uVec);
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OUT.TexCoords.y = dot(OUT.Position.xyz, vVec); */
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//OUT.TexCoords.xy = OUT.Position.xy * IN.Normal.z * IN.Normal.z + OUT.Position.xz * IN.Normal.y * IN.Normal.y + OUT.Position.yz * IN.Normal.x * IN.Normal.x;
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//OUT.TexCoords.xy /= textureScale;
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/*OUT.TexCoordsXY.xy = OUT.Position.xy;
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OUT.TexCoordsYZ.xy = OUT.Position.yz;
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OUT.TexCoordsXZ.xy = OUT.Position.xz;
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OUT.TexCoordsXY.xy /= textureScale;
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OUT.TexCoordsYZ.xy /= textureScale;
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OUT.TexCoordsXZ.xy /= textureScale;*/
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OUT.Normal = float4(IN.Normal,0.0);
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OUT.TexCoords = OUT.Position;
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//OUT.TexCoords.xy = OUT.Position.yz /textureScale;
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/*OUT.TexCoordsXY.w = 1;
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OUT.TexCoordsYZ.w = 1;
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OUT.TexCoordsXZ.w = 1;*/
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OUT.Color.rgba = float4(0.0,0.0,0.0,1.0);
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for(int lightCt = 0; lightCt < iNoOfLights; lightCt++)
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{
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float3 L = normalize(lights[lightCt].position.xyz - OUT.Position.xyz);
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//Calculate attenuation factor.
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float d = distance(lights[lightCt].position.xyz, OUT.Position.xyz);
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float attenuationFactor = 1.0 / (lights[lightCt].attenuation.y + lights[lightCt].attenuation.z * d + lights[lightCt].attenuation.w * d * d);
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// Calculate diffuse component
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float LdotN = max(dot(L, IN.Normal) , 0);
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OUT.Color.rgb += lights[lightCt].diffuseColour.rgb * LdotN * attenuationFactor;
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}
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OUT.Color.rgb += ambient.rgb;
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OUT.Position = mul(viewProj, OUT.Position);
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OUT.Alpha = IN.Alpha;
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//OUT.Material = IN.Material;
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return OUT;
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}
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v2f OneLight(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0)
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{
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light lights[4];
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lights[0] = light0;
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return doWork(IN, world, viewProj, ambient, 1, lights);
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}
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v2f TwoLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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return doWork(IN, world, viewProj, ambient, 2, lights);
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}
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v2f ThreeLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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return doWork(IN, world, viewProj, ambient, 3, lights);
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}
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v2f FourLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2, uniform light light3)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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lights[3] = light3;
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return doWork(IN, world, viewProj, ambient, 4, lights);
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}
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@ -1,13 +0,0 @@
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vertex_program SingleOneLightVertexProgram cg
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{
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source SingleVertexProgram.cg
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entry_point OneLight
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profiles vs_3_0 vs_2_x vs_2_0 vs_1_1 vp40 vp30 vp20 arbvp1
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}
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fragment_program SingleFragmentProgram cg
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{
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source SingleFragmentProgram.cg
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entry_point main
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profiles ps_3_x ps_3_0 ps_2_x ps_2_0 ps_1_4 ps_1_3 ps_1_2 ps_1_1 fp40 fp30 fp20 arbfp1
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}
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@ -1,72 +0,0 @@
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material MultiMaterial
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{
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technique
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{
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pass
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{
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ambient 0.0 0.0 0.0
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diffuse 0.0 0.0 0.0
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depth_bias -5 -5
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}
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pass
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{
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vertex_program_ref SingleOneLightVertexProgram
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{
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param_named_auto world world_matrix
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param_named_auto viewProj viewproj_matrix
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param_named_auto ambient ambient_light_colour
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param_named_auto light0.position light_position 0
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param_named_auto light0.diffuseColour light_diffuse_colour 0
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param_named_auto light0.attenuation light_attenuation 0
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}
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fragment_program_ref SingleFragmentProgram
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{
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}
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texture_unit
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{
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texture bricks.jpg
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}
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texture_unit
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{
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texture castle_wall.png
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}
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texture_unit
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{
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texture roof_tiles.png
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}
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texture_unit
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{
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texture grass.png
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}
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texture_unit
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{
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texture water.png
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}
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texture_unit
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{
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texture ground.png
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}
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texture_unit
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{
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texture stained_glass.png
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}
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texture_unit
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{
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texture wall.png
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}
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scene_blend add
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}
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}
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}
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@ -1,69 +0,0 @@
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material SingleMaterial
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{
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technique
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{
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pass
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{
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ambient 0.0 0.0 0.0
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diffuse 0.0 0.0 0.0
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depth_bias -1 -1
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}
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pass
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{
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vertex_program_ref SingleOneLightVertexProgram
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{
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param_named_auto world world_matrix
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param_named_auto viewProj viewproj_matrix
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param_named_auto ambient ambient_light_colour
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param_named_auto light0.position light_position 0
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param_named_auto light0.diffuseColour light_diffuse_colour 0
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param_named_auto light0.attenuation light_attenuation 0
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}
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fragment_program_ref SingleFragmentProgram
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{
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}
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texture_unit
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{
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texture bricks.jpg
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}
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texture_unit
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{
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texture castle_wall.png
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}
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texture_unit
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{
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texture roof_tiles.png
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}
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texture_unit
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{
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texture grass.png
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}
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texture_unit
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{
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texture water.png
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}
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texture_unit
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{
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texture ground.png
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}
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texture_unit
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{
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texture stained_glass.png
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}
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texture_unit
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{
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texture wall.png
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}
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}
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}
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}
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material BlackMaterial
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{
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technique
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{
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pass
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{
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ambient 0.0 0.0 0.0
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diffuse 0.0 0.0 0.0
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}
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}
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}
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material BlueMaterial
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{
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technique
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{
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pass
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{
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ambient 0.0 0.0 0.5
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diffuse 0.0 0.0 1.0
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}
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}
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}
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material CyanMaterial
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{
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technique
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{
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pass
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{
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ambient 0.0 0.5 0.5
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diffuse 0.0 1.0 1.0
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}
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}
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}
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material GreenMaterial
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{
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technique
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{
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pass
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{
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ambient 0.0 0.5 0.0
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diffuse 0.0 1.0 0.0
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}
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}
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}
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material PurpleMaterial
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{
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technique
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{
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pass
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{
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ambient 0.5 0.0 0.5
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diffuse 1.0 0.0 1.0
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}
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}
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}
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material RedMaterial
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{
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technique
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{
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pass
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{
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ambient 0.5 0.0 0.0
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diffuse 1.0 0.0 0.0
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}
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}
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}
|
@ -1,11 +0,0 @@
|
||||
material WhiteMaterial
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 0.5 0.5 0.5
|
||||
diffuse 1.0 1.0 1.0
|
||||
}
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
material YellowMaterial
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 0.5 0.5 0.0
|
||||
diffuse 1.0 1.0 0.0
|
||||
}
|
||||
}
|
||||
}
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -1,60 +0,0 @@
|
||||
|
||||
material Bullet/Cone
|
||||
{
|
||||
// receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 1 1 1 1
|
||||
diffuse 1 1 1 1
|
||||
specular 1 1 1 1 10
|
||||
|
||||
texture_unit
|
||||
{
|
||||
texture cone.png
|
||||
tex_address_mode clamp
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material Bullet/Capsule
|
||||
{
|
||||
receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 1 1 1 1
|
||||
diffuse 1 1 1 1
|
||||
specular 1 1 1 1 10
|
||||
|
||||
texture_unit
|
||||
{
|
||||
texture capsule.png
|
||||
tex_address_mode clamp
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material Bullet/Ball
|
||||
{
|
||||
receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 1 1 1 1
|
||||
diffuse 1 1 1 1
|
||||
specular 1 1 1 1 10
|
||||
|
||||
texture_unit
|
||||
{
|
||||
texture ball.png
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,42 +0,0 @@
|
||||
material DT__default__
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
lighting off
|
||||
diffuse vertexcolour
|
||||
}
|
||||
}
|
||||
}
|
||||
material Material/SOLID/TEX/box.jpg/VertCol
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
diffuse vertexcolour
|
||||
specular 0.500000 0.500000 0.500000 12.500000
|
||||
texture_unit
|
||||
{
|
||||
texture box.jpg
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material 1 - Default
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
diffuse vertexcolour
|
||||
specular 0.500000 0.500000 0.500000 12.500000
|
||||
texture_unit
|
||||
{
|
||||
texture box.jpg
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,120 +0,0 @@
|
||||
material 23 - Default
|
||||
{
|
||||
receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 0.500000 0.500000 0.500000 1.000000
|
||||
diffuse 0.470588 0.608627 0.737255 1.000000
|
||||
specular 0.449020 0.449020 0.449020 1.000000 12.500000
|
||||
emissive 0.000000 0.000000 0.000000 1.000000
|
||||
texture_unit
|
||||
{
|
||||
texture glass.png
|
||||
tex_address_mode wrap
|
||||
filtering trilinear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
material 19 - Default
|
||||
{
|
||||
receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 0.500000 0.500000 0.500000 1.000000
|
||||
diffuse 0.470588 0.470588 0.470588 1.000000
|
||||
specular 0.449020 0.449020 0.449020 1.000000 12.500000
|
||||
emissive 0.000000 0.000000 0.000000 1.000000
|
||||
texture_unit
|
||||
{
|
||||
texture CB_Skin.png
|
||||
tex_address_mode wrap
|
||||
filtering trilinear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
material 21 - Default
|
||||
{
|
||||
receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 0.500000 0.500000 0.500000 1.000000
|
||||
diffuse 0.470588 0.470588 0.470588 1.000000
|
||||
specular 0.449020 0.449020 0.449020 1.000000 12.500000
|
||||
emissive 0.000000 0.000000 0.000000 1.000000
|
||||
texture_unit
|
||||
{
|
||||
texture Pulley.png
|
||||
tex_address_mode wrap
|
||||
filtering trilinear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
material 14 - Default
|
||||
{
|
||||
receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 0.500000 0.500000 0.500000 1.000000
|
||||
diffuse 0.470588 0.470588 0.800000 1.000000
|
||||
specular 0.449020 0.449020 0.449020 1.000000 12.500000
|
||||
emissive 0.000000 0.000000 0.000000 1.000000
|
||||
texture_unit
|
||||
{
|
||||
texture BugSPIN.png
|
||||
tex_address_mode wrap
|
||||
filtering trilinear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
material 22 - Default
|
||||
{
|
||||
receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 0.500000 0.500000 0.500000 1.000000
|
||||
diffuse 0.470588 0.470588 0.470588 1.000000
|
||||
specular 0.449020 0.449020 0.449020 1.000000 12.500000
|
||||
emissive 0.000000 0.000000 0.000000 1.000000
|
||||
texture_unit
|
||||
{
|
||||
texture Bug_Eng.png
|
||||
tex_address_mode wrap
|
||||
filtering trilinear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
material PAN
|
||||
{
|
||||
receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 0.500000 0.500000 0.500000 1.000000
|
||||
diffuse 0.800000 0.470588 0.470588 1.000000
|
||||
specular 0.449020 0.449020 0.449020 1.000000 12.500000
|
||||
emissive 0.000000 0.000000 0.000000 1.000000
|
||||
texture_unit
|
||||
{
|
||||
texture BUGSPIN.png
|
||||
tex_address_mode wrap
|
||||
filtering trilinear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
material OgreBulletDemos/TargetSights
|
||||
{
|
||||
// receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
lighting off
|
||||
scene_blend alpha_blend
|
||||
texture_unit
|
||||
{
|
||||
texture target.png
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,20 +0,0 @@
|
||||
material Wheel
|
||||
{
|
||||
receive_shadows off
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 0.500000 0.500000 0.500000 1.000000
|
||||
diffuse 0.470588 0.470588 0.470588 1.000000
|
||||
specular 0.449020 0.449020 0.449020 1.000000 12.500000
|
||||
emissive 0.000000 0.000000 0.000000 1.000000
|
||||
texture_unit
|
||||
{
|
||||
texture Tire_tex.png
|
||||
tex_address_mode wrap
|
||||
filtering trilinear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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Before Width: | Height: | Size: 478 B |
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Before Width: | Height: | Size: 46 KiB |
Loading…
x
Reference in New Issue
Block a user