//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; float4 Color : COLOR; }; struct v2f { float4 Position : POSITION; //in projection space float4 Color : COLOR; float4 TexCoordsXY : TEXCOORD0; float4 TexCoordsYZ : TEXCOORD1; float4 TexCoordsXZ : TEXCOORD2; float4 Normal : TEXCOORD3; }; struct light { float4 position; float4 diffuseColour; float4 attenuation; }; v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float textureScale, float4 ambient, int iNoOfLights, light lights[4]) { v2f OUT; OUT.Position = mul(world, IN.Position); float3 uVec; float3 vVec; IN.Normal = normalize(IN.Normal); /*float absX = abs(IN.Normal.x); float absY = abs(IN.Normal.y); float absZ = abs(IN.Normal.z); if((absZ <= absX) && (absZ <= absY)) { //OUT.TexCoords.xy = OUT.Position.xy /textureScale; uVec = float3(-IN.Normal.y, IN.Normal.x,0); } else if((absY <= absX) && (absY <= absZ)) { //OUT.TexCoords.xy = OUT.Position.xz /textureScale; uVec = float3(-IN.Normal.z, 0, IN.Normal.x); } else if((absX <= absZ) && (absX <= absY)) { // OUT.TexCoords.xy = OUT.Position.yz /textureScale; uVec = float3(0, -IN.Normal.z, IN.Normal.y); } vVec = cross(IN.Normal, uVec); OUT.TexCoords.x = dot(OUT.Position.xyz, uVec); OUT.TexCoords.y = dot(OUT.Position.xyz, vVec); */ //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; //OUT.TexCoords.xy /= textureScale; OUT.TexCoordsXY.xy = OUT.Position.xy; OUT.TexCoordsYZ.xy = OUT.Position.yz; OUT.TexCoordsXZ.xy = OUT.Position.xz; OUT.TexCoordsXY.xy /= textureScale; OUT.TexCoordsYZ.xy /= textureScale; OUT.TexCoordsXZ.xy /= textureScale; OUT.Normal = float4(IN.Normal,0.0); //OUT.TexCoords.xy = OUT.Position.yz /textureScale; OUT.TexCoordsXY.w = 1; OUT.TexCoordsYZ.w = 1; OUT.TexCoordsXZ.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; //Temporary OUT.Color = IN.Color; 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); }