Added better objects from OgreBullet demo.

This commit is contained in:
David Williams 2008-04-13 10:08:28 +00:00
parent 4e7822ca9a
commit 82958ec049
9 changed files with 454 additions and 0 deletions

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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
}
}
}
}
// Any number of lights, diffuse and specular
material Examples/BumpMapping/MultiLightSpecularTemplate
{
// This is the preferred technique which uses both vertex and
// fragment programs, supports coloured lights
technique
{
// Base ambient pass
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 1 1 1
diffuse 0 0 0
specular 0 0 0 0
// Really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs, depth fighting can
// be an issue
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto ambient ambient_light_colour
}
}
// Now do the lighting pass
// NB we don't do decal texture here because this is repeated per light
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 0 0 0
// do this for each light
iteration once_per_light
scene_blend add
// Vertex program reference
vertex_program_ref Examples/BumpMapVPSpecular
{
param_named_auto lightPosition light_position_object_space 0
param_named_auto eyePosition camera_position_object_space
param_named_auto worldViewProj worldviewproj_matrix
}
// Fragment program
fragment_program_ref Examples/BumpMapFPSpecular
{
param_named_auto lightDiffuse light_diffuse_colour 0
param_named_auto lightSpecular light_specular_colour 0
}
// Base bump map
texture_unit normalMap
{
colour_op replace
}
// Normalisation cube map
texture_unit
{
cubic_texture nm.png combinedUVW
tex_coord_set 1
tex_address_mode clamp
}
// Normalisation cube map #2
texture_unit
{
cubic_texture nm.png combinedUVW
tex_coord_set 2
tex_address_mode clamp
}
}
// Decal pass
pass
{
lighting off
// Really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs, depth fighting can
// be an issue
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named ambient float4 1 1 1 1
}
scene_blend dest_colour zero
texture_unit diffuseMap
{
}
}
}
// This is the fallback which cards which don't have fragment program
// support will use, NB does not support specular colour
// Note that it still requires vertex program support
technique
{
// Base ambient pass
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 1 1 1
diffuse 0 0 0
specular 0 0 0 0
// Really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs, depth fighting can
// be an issue
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto ambient ambient_light_colour
}
}
// Now do the lighting pass
// NB we don't do decal texture here because this is repeated per light
pass
{
// base colours, not needed for rendering, but as information
// to lighting pass categorisation routine
ambient 0 0 0
// do this for each light
iteration once_per_light
scene_blend add
// Vertex program reference
vertex_program_ref Examples/BumpMapVP
{
param_named_auto lightPosition light_position_object_space 0
param_named_auto worldViewProj worldviewproj_matrix
}
// Base bump map
texture_unit normalMap
{
colour_op replace
}
// Normalisation cube map, with dot product on bump map
texture_unit
{
cubic_texture nm.png combinedUVW
tex_coord_set 1
tex_address_mode clamp
colour_op_ex dotproduct src_texture src_current
colour_op_multipass_fallback dest_colour zero
}
}
// Decal pass
pass
{
lighting off
// Really basic vertex program
// NB we don't use fixed function here because GL does not like
// mixing fixed function and vertex programs, depth fighting can
// be an issue
vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTexture
{
param_named_auto worldViewProj worldviewproj_matrix
param_named ambient float4 1 1 1 1
}
scene_blend dest_colour zero
texture_unit diffuseMap
{
}
}
}
}
material BulletPlane : Examples/BumpMapping/MultiLightSpecularTemplate
{
//set_texture_alias normalMap tiled_floor_normalheightmap.png
//set_texture_alias diffuseMap tiled_floor_diffuse.png
set_texture_alias diffuseMap MaPZone[Sewer_Plate_04_diffuse].dds
set_texture_alias normalMap MaPZone[Sewer_Plate_04_normal].dds
}
material Bullet/box : Examples/BumpMapping/MultiLightSpecularTemplate
{
set_texture_alias diffuseMap MaPZone[Metal_Grate_diffuse].dds
set_texture_alias normalMap MaPZone[Metal_Grate_normal].dds
//set_texture_alias normalMap crate_normalheightmap.png
//set_texture_alias diffuseMap crate_diffuse.png
}

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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
}
}
}
}

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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
}
}
}
}

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material OgreBulletDemos/TargetSights
{
// receive_shadows off
technique
{
pass
{
lighting off
scene_blend alpha_blend
texture_unit
{
texture target.png
}
}
}
}

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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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