Moving some file around...

This commit is contained in:
David Williams 2007-10-08 21:26:13 +00:00
parent ef1d2a15a9
commit 4bf983dce4
11 changed files with 532 additions and 1 deletions

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@ -72,4 +72,4 @@ INSTALL(TARGETS PolyVoxSceneManager
ARCHIVE DESTINATION lib
)
INSTALL(DIRECTORY materials/ DESTINATION ${CMAKE_INSTALL_PREFIX}/bin/materials PATTERN "*.svn*" EXCLUDE)
INSTALL(DIRECTORY media/materials/ DESTINATION ${CMAKE_INSTALL_PREFIX}/bin/media/materials PATTERN "*.svn*" EXCLUDE)

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struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoords : TEXCOORD0;
};
float4 main(v2f IN, uniform sampler3D colourMap : TEXUNIT0) : COLOR
{
float3 colourMapValue = tex3D(colourMap, IN.TexCoords.xyz).rgb;
return float4(colourMapValue*IN.Color.rgb, 1.0);
}
/*float4 main(v2f IN, uniform sampler3D detailTexture : TEXUNIT0) : COLOR
{
float3 detailColor = tex3D(detailTexture, IN.TexCoords.xyz).rgb;
return float4(detailColor * IN.Color.rgb, 1.0);
} */

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//NOTE - The code in this file might seem slightly strange. Intuitivy it would
//seem better to get Ogre to pass in an array of lights, rather than passing
//them individually and then building arrays. However, I have had problms with
//this approach (possibly a bug?)
//See http://www.ogre3d.org/phpBB2/viewtopic.php?t=32391
struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoords : TEXCOORD0;
};
struct light
{
float4 position;
float4 diffuseColour;
float4 attenuation;
};
v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float textureScale, uniform float4 ambient, int iNoOfLights, light lights[4])
{
v2f OUT;
OUT.Position = mul(world, IN.Position);
OUT.TexCoords.xyz = OUT.Position.xyz /textureScale;
OUT.TexCoords.w = 1;
OUT.Color.rgba = float4(0.0,0.0,0.0,1.0);
for(int lightCt = 0; lightCt < iNoOfLights; lightCt++)
{
float3 L = normalize(lights[lightCt].position.xyz - OUT.Position.xyz);
//Calculate attenuation factor.
float d = distance(lights[lightCt].position.xyz, OUT.Position.xyz);
float attenuationFactor = 1.0 / (lights[lightCt].attenuation.y + lights[lightCt].attenuation.z * d + lights[lightCt].attenuation.w * d * d);
// Calculate diffuse component
float LdotN = max(dot(L, IN.Normal) , 0);
OUT.Color.rgb += lights[lightCt].diffuseColour.rgb * LdotN * attenuationFactor;
}
OUT.Color.rgb += ambient.rgb;
OUT.Position = mul(viewProj, OUT.Position);
return OUT;
}
v2f OneLight(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0)
{
light lights[4];
lights[0] = light0;
return doWork(IN, world, viewProj, textureScale, ambient, 1, lights);
}
v2f TwoLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
return doWork(IN, world, viewProj, textureScale, ambient, 2, lights);
}
v2f ThreeLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
lights[2] = light2;
return doWork(IN, world, viewProj, textureScale, ambient, 3, lights);
}
v2f FourLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2, uniform light light3)
{
light lights[4];
lights[0] = light0;
lights[1] = light1;
lights[2] = light2;
lights[3] = light3;
return doWork(IN, world, viewProj, textureScale, ambient, 4, lights);
}

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struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 TexCoords : TEXCOORD0;
float3 LightDirection : TEXCOORD1;
float3 Normal : TEXCOORD2;
};
float4 main(v2f IN, uniform sampler3D colourMap : TEXUNIT0, uniform sampler3D normalMap : TEXUNIT1) : COLOR
{
float3 normalMapValue = tex3D(normalMap, IN.TexCoords.xyz).rgb;
normalMapValue = (normalMapValue - 0.5) * 2;
float3 finalNormal = normalize(IN.Normal + normalMapValue);
float3 colourMapValue = tex3D(colourMap, IN.TexCoords.xyz).rgb;
// calculate light vector
//float3 Normal = normalize(IN.Color.xyz);
/* float3 Normal = (IN.Color.xyz * 2) - float3(1.0,1.0,1.0);
Normal = normalize(Normal+ normalAdjustment);
float3 lightDirection = normalize(float3(1,1,1)); */
// Calculate diffuse component
float diffuse = max(dot(finalNormal, IN.LightDirection) , 0);
diffuse += 0.3;
//OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0);
//return float4(detailColor * IN.Color.rgb, 1.0);
return float4(colourMapValue*diffuse, 1.0);
}
/*float4 main(v2f IN, uniform sampler3D detailTexture : TEXUNIT0) : COLOR
{
float3 detailColor = tex3D(detailTexture, IN.TexCoords.xyz).rgb;
return float4(detailColor * IN.Color.rgb, 1.0);
} */

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struct a2v
{
float4 Position : POSITION; //in object space
float3 Normal : NORMAL;
};
struct v2f
{
float4 Position : POSITION; //in projection space
float4 TexCoords : TEXCOORD0;
float3 LightDirection : TEXCOORD1;
float3 Normal : TEXCOORD2;
};
v2f main(a2v IN,uniform float4x4 world, uniform float4x4 viewProj/*,uniform float4 ambient*/)
{
v2f OUT;
OUT.Position = mul(world, IN.Position);
OUT.TexCoords.xyz = OUT.Position.xyz /8;
OUT.TexCoords.w = 1;
OUT.Position = mul(viewProj, OUT.Position);
// calculate light vector
/*float3 N = normalize(IN.Normal);
float3 lightPosition = float3(0,0,0);
float3 L = normalize(lightPosition - IN.Position.xyz); */
// Calculate diffuse component
//float diffuse = max(dot(N, L) , 0);
//OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0);
//OUT.Color = float4((IN.Normal + float3(1.0,1.0,1.0)) / 2.0, 0.0);
OUT.LightDirection = normalize(float3(1.0,1.0,1.0));
OUT.Normal = IN.Normal;
return OUT;
}
/*v2f main(a2v IN,uniform float4x4 worldViewProj,uniform float4 ambient)
{
v2f OUT;
OUT.Position = mul(worldViewProj, IN.Position);
OUT.TexCoords.xyz = IN.Position.xyz / 4;
OUT.TexCoords.w = 1;
//OUT.Color = float4(1.0,0.0,0.0,1.0);
// calculate light vector
float3 N = normalize(IN.Normal);
float3 lightPosition = float3(0,0,0);
float3 L = normalize(lightPosition - IN.Position.xyz);
// Calculate diffuse component
float diffuse = max(dot(N, L) , 0);
OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0);
return OUT;
}*/

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vertex_program ColourMap2DOneLightVertexProgram cg
{
source ColourMap2DVertexProgram.cg
entry_point OneLight
profiles vs_1_1 arbvp1
}
vertex_program ColourMap2DTwoLightsVertexProgram cg
{
source ColourMap2DVertexProgram.cg
entry_point TwoLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap2DThreeLightsVertexProgram cg
{
source ColourMap2DVertexProgram.cg
entry_point ThreeLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap2DFourLightsVertexProgram cg
{
source ColourMap2DVertexProgram.cg
entry_point FourLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap3DOneLightVertexProgram cg
{
source ColourMap3DVertexProgram.cg
entry_point OneLight
profiles vs_1_1 arbvp1
}
vertex_program ColourMap3DTwoLightsVertexProgram cg
{
source ColourMap3DVertexProgram.cg
entry_point TwoLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap3DThreeLightsVertexProgram cg
{
source ColourMap3DVertexProgram.cg
entry_point ThreeLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMap3DFourLightsVertexProgram cg
{
source ColourMap3DVertexProgram.cg
entry_point FourLights
profiles vs_1_1 arbvp1
}
vertex_program ColourMapAndNormalMap3DVertexProgram cg
{
source ColourMapAndNormalMap3DVertexProgram.cg
entry_point main
profiles vs_1_1 arbvp1
}
fragment_program ColourMapAndNormalMap3DFragmentProgram cg
{
source ColourMapAndNormalMap3DFragmentProgram.cg
entry_point main
profiles ps_1_1 arbfp1
}
fragment_program ColourMap2DFragmentProgram cg
{
source ColourMap2DFragmentProgram.cg
entry_point main
profiles ps_1_1 arbfp1
}

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material ColourMap2DOneLight
{
technique
{
pass
{
vertex_program_ref ColourMap2DOneLightVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
}
fragment_program_ref ColourMap2DFragmentProgram
{
}
}
}
}
material ColourMap2DTwoLights
{
technique
{
pass
{
vertex_program_ref ColourMap2DTwoLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
}
}
}
}
material ColourMap2DThreeLights
{
technique
{
pass
{
vertex_program_ref ColourMap2DThreeLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
param_named_auto light2.position light_position 2
param_named_auto light2.diffuseColour light_diffuse_colour 2
param_named_auto light2.attenuation light_attenuation 2
}
}
}
}
material ColourMap2DFourLights
{
technique
{
pass
{
vertex_program_ref ColourMap2DFourLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
param_named_auto light2.position light_position 2
param_named_auto light2.diffuseColour light_diffuse_colour 2
param_named_auto light2.attenuation light_attenuation 2
param_named_auto light3.position light_position 3
param_named_auto light3.diffuseColour light_diffuse_colour 3
param_named_auto light3.attenuation light_attenuation 3
}
}
}
}

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material ColourMap3DOneLight
{
technique
{
pass
{
vertex_program_ref ColourMap3DOneLightVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
}
}
}
}
material ColourMap3DTwoLights
{
technique
{
pass
{
vertex_program_ref ColourMap3DTwoLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
}
}
}
}
material ColourMap3DThreeLights
{
technique
{
pass
{
vertex_program_ref ColourMap3DThreeLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
param_named_auto light2.position light_position 2
param_named_auto light2.diffuseColour light_diffuse_colour 2
param_named_auto light2.attenuation light_attenuation 2
}
}
}
}
material ColourMap3DFourLights
{
technique
{
pass
{
vertex_program_ref ColourMap3DFourLightsVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
param_named textureScale float 16
param_named_auto ambient ambient_light_colour
param_named_auto light0.position light_position 0
param_named_auto light0.diffuseColour light_diffuse_colour 0
param_named_auto light0.attenuation light_attenuation 0
param_named_auto light1.position light_position 1
param_named_auto light1.diffuseColour light_diffuse_colour 1
param_named_auto light1.attenuation light_attenuation 1
param_named_auto light2.position light_position 2
param_named_auto light2.diffuseColour light_diffuse_colour 2
param_named_auto light2.attenuation light_attenuation 2
param_named_auto light3.position light_position 3
param_named_auto light3.diffuseColour light_diffuse_colour 3
param_named_auto light3.attenuation light_attenuation 3
}
}
}
}

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material ColourMapAndNormalMap3D
{
technique
{
pass
{
vertex_program_ref ColourMapAndNormalMap3DVertexProgram
{
param_named_auto world world_matrix
param_named_auto viewProj viewproj_matrix
//param_named ambient float4 0.5 0.5 0.5 1
}
fragment_program_ref ColourMapAndNormalMap3DFragmentProgram
{
}
}
}
}