[Orxonox-commit 7514] r12120 - in data/branches/Shader_HS18: materials materials/BumpMapping models
wiesep at orxonox.net
wiesep at orxonox.net
Wed Nov 28 10:13:16 CET 2018
Author: wiesep
Date: 2018-11-28 10:13:16 +0100 (Wed, 28 Nov 2018)
New Revision: 12120
Added:
data/branches/Shader_HS18/materials/BumpMapping/BumpMap.material
data/branches/Shader_HS18/materials/Cube_Lava_Normal_Blank.material
data/branches/Shader_HS18/models/Cube_Lava_V2_Normal_Blank.mesh
Removed:
data/branches/Shader_HS18/materials/Cube_Lava_Normal-Mask.material
Modified:
data/branches/Shader_HS18/materials/Cube_Lava_Normal.material
Log:
Implemented material script inheritance for bump mapping
Added: data/branches/Shader_HS18/materials/BumpMapping/BumpMap.material
===================================================================
--- data/branches/Shader_HS18/materials/BumpMapping/BumpMap.material (rev 0)
+++ data/branches/Shader_HS18/materials/BumpMapping/BumpMap.material 2018-11-28 09:13:16 UTC (rev 12120)
@@ -0,0 +1,131 @@
+// Any number of lights, diffuse
+material BumpMap_Base
+{
+ technique
+ {
+ // Base ambient pass
+ pass ambient
+ {
+ // base colours, not needed for rendering, but as information
+ // to lighting pass categorisation routine
+ diffuse 0 0 0
+ depth_write on
+ depth_bias 0
+
+ }
+ // Now do the lighting pass
+ // NB we don't do decal texture here because this is repeated per light
+ pass perlight
+ {
+
+ // do this for each light
+ iteration once_per_light
+ scene_blend add
+ depth_write on
+ depth_bias 1
+
+ // base colours, not needed for rendering, but as information
+ // to lighting pass categorisation routine
+ ambient 0 0 0
+
+ // Vertex program reference
+ vertex_program_ref BumpMapping/BumpMapVP
+ {
+ param_named_auto lightPosition light_position_object_space 0
+ param_named_auto worldViewProj worldviewproj_matrix
+ }
+
+ // Fragment program
+ fragment_program_ref BumpMapping/BumpMapFP
+ {
+ param_named_auto lightDiffuse light_diffuse_colour 0
+ }
+
+ // texture shadow receiver program
+ shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv
+ {
+ param_named_auto lightPosition light_position_object_space 0
+ param_named_auto worldViewProj worldviewproj_matrix
+ param_named_auto worldMatrix world_matrix
+ param_named_auto texViewProj texture_viewproj_matrix
+ }
+ // Additive texture shadow receiver program
+ shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv
+ {
+ param_named_auto lightDiffuse light_diffuse_colour 0
+ }
+
+ // Vertex program reference
+ vertex_program_ref BumpMapping/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 BumpMapping/BumpMapFPSpecular
+ {
+ param_named_auto lightDiffuse light_diffuse_colour 0
+ param_named_auto lightSpecular light_specular_colour 0
+ }
+
+
+ // Base bump map
+ texture_unit normalmap
+ {
+ texture Cube_Lava_NORM.jpg
+ colour_op replace
+ }
+ }
+
+ // Decal pass
+ pass decal
+ {
+ // base colours, not needed for rendering, but as information
+ // to lighting pass categorisation routine
+ lighting off
+ depth_write on
+ depth_bias 2
+
+ scene_blend dest_colour zero
+ texture_unit decalmap
+ {
+ texture Cube_Lava_COLOR.jpg
+ }
+ }
+ }
+}
+
+// Example for Material using this template //
+// import * from "BumpMap.material"
+// // Any number of lights, diffuse
+// material Cube_Lava_Normal : BumpMap_Base
+// {
+// technique
+// {
+// pass ambient
+// {
+// }
+// // Now do the lighting pass
+// // NB we don't do decal texture here because this is repeated per light
+// pass perlight
+// {
+// // Base bump map
+// texture_unit normalmap
+// {
+// texture Cube_Lava_NORM.jpg
+// colour_op replace
+// }
+// }
+
+// // Decal pass
+// pass decal
+// {
+// texture_unit decalmap
+// {
+// texture Cube_Lava_COLOR.jpg
+// }
+// }
+// }
+// }
Deleted: data/branches/Shader_HS18/materials/Cube_Lava_Normal-Mask.material
===================================================================
--- data/branches/Shader_HS18/materials/Cube_Lava_Normal-Mask.material 2018-11-28 09:02:11 UTC (rev 12119)
+++ data/branches/Shader_HS18/materials/Cube_Lava_Normal-Mask.material 2018-11-28 09:13:16 UTC (rev 12120)
@@ -1,57 +0,0 @@
-// Cube_Lava_Normal-Mask genrated by blender2ogre 0.6.0
-
-material Cube_Lava_Normal-Mask
-{
- receive_shadows on
-
- technique
- {
- pass Cube_Lava_Normal-Mask
- {
- ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
- diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
- specular 0.5 0.5 0.5 1.0 12.5
- emissive 0.0 0.0 0.0 1.0
-
- alpha_to_coverage off
- colour_write on
- cull_hardware clockwise
- depth_check on
- depth_func less_equal
- depth_write on
- illumination_stage
- light_clip_planes off
- light_scissor off
- lighting on
- normalise_normals off
- polygon_mode solid
- scene_blend one zero
- scene_blend_op add
- shading gouraud
- transparent_sorting on
-
- texture_unit
- {
- texture Cube_Lava_COLOR.jpg
- tex_address_mode wrap
- scale 1.0 1.0
- colour_op modulate
- }
- texture_unit
- {
- texture Cube_Lava_NORM.jpg
- tex_address_mode wrap
- scale 1.0 1.0
- colour_op modulate
- }
- texture_unit
- {
- texture Cube_Lava_MASK.jpg
- tex_address_mode wrap
- scale 1.0 1.0
- scroll_anim 1.0 1.0
- colour_op modulate
- }
- }
- }
-}
Modified: data/branches/Shader_HS18/materials/Cube_Lava_Normal.material
===================================================================
--- data/branches/Shader_HS18/materials/Cube_Lava_Normal.material 2018-11-28 09:02:11 UTC (rev 12119)
+++ data/branches/Shader_HS18/materials/Cube_Lava_Normal.material 2018-11-28 09:13:16 UTC (rev 12120)
@@ -1,76 +1,16 @@
+import * from "BumpMap.material"
// Any number of lights, diffuse
-material Cube_Lava_Normal
+material Cube_Lava_Normal : BumpMap_Base
{
technique
{
- // Base ambient pass
pass ambient
{
- // base colours, not needed for rendering, but as information
- // to lighting pass categorisation routine
- diffuse 0 0 0
- depth_write on
- depth_bias 0
-
}
// Now do the lighting pass
// NB we don't do decal texture here because this is repeated per light
pass perlight
{
-
- // do this for each light
- iteration once_per_light
- scene_blend add
- depth_write on
- depth_bias 1
-
- // base colours, not needed for rendering, but as information
- // to lighting pass categorisation routine
- ambient 0 0 0
-
- // Vertex program reference
- vertex_program_ref BumpMapping/BumpMapVP
- {
- param_named_auto lightPosition light_position_object_space 0
- param_named_auto worldViewProj worldviewproj_matrix
- }
-
- // Fragment program
- fragment_program_ref BumpMapping/BumpMapFP
- {
- param_named_auto lightDiffuse light_diffuse_colour 0
- }
-
- // texture shadow receiver program
- shadow_receiver_vertex_program_ref BumpMapping/BumpMapVPShadowRcv
- {
- param_named_auto lightPosition light_position_object_space 0
- param_named_auto worldViewProj worldviewproj_matrix
- param_named_auto worldMatrix world_matrix
- param_named_auto texViewProj texture_viewproj_matrix
- }
- // Additive texture shadow receiver program
- shadow_receiver_fragment_program_ref BumpMapping/BumpMapFPShadowRcv
- {
- param_named_auto lightDiffuse light_diffuse_colour 0
- }
-
- // Vertex program reference
- vertex_program_ref BumpMapping/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 BumpMapping/BumpMapFPSpecular
- {
- param_named_auto lightDiffuse light_diffuse_colour 0
- param_named_auto lightSpecular light_specular_colour 0
- }
-
-
// Base bump map
texture_unit normalmap
{
@@ -82,13 +22,6 @@
// Decal pass
pass decal
{
- // base colours, not needed for rendering, but as information
- // to lighting pass categorisation routine
- lighting off
- depth_write on
- depth_bias 2
-
- scene_blend dest_colour zero
texture_unit decalmap
{
texture Cube_Lava_COLOR.jpg
@@ -95,4 +28,4 @@
}
}
}
-}
+}
\ No newline at end of file
Added: data/branches/Shader_HS18/materials/Cube_Lava_Normal_Blank.material
===================================================================
--- data/branches/Shader_HS18/materials/Cube_Lava_Normal_Blank.material (rev 0)
+++ data/branches/Shader_HS18/materials/Cube_Lava_Normal_Blank.material 2018-11-28 09:13:16 UTC (rev 12120)
@@ -0,0 +1,31 @@
+import * from "BumpMap.material"
+// Any number of lights, diffuse
+material Cube_Lava_Normal_Blank : BumpMap_Base
+{
+ technique
+ {
+ pass ambient
+ {
+ }
+ // Now do the lighting pass
+ // NB we don't do decal texture here because this is repeated per light
+ pass perlight
+ {
+ // Base bump map
+ texture_unit normalmap
+ {
+ texture Cube_Lava_NORM.jpg
+ colour_op replace
+ }
+ }
+
+ // Decal pass
+ pass decal
+ {
+ texture_unit decalmap
+ {
+ colour_op_ex source1 src_manual src_current 0.8 0.8 0.8
+ }
+ }
+ }
+}
Added: data/branches/Shader_HS18/models/Cube_Lava_V2_Normal_Blank.mesh
===================================================================
(Binary files differ)
Index: data/branches/Shader_HS18/models/Cube_Lava_V2_Normal_Blank.mesh
===================================================================
--- data/branches/Shader_HS18/models/Cube_Lava_V2_Normal_Blank.mesh 2018-11-28 09:02:11 UTC (rev 12119)
+++ data/branches/Shader_HS18/models/Cube_Lava_V2_Normal_Blank.mesh 2018-11-28 09:13:16 UTC (rev 12120)
Property changes on: data/branches/Shader_HS18/models/Cube_Lava_V2_Normal_Blank.mesh
___________________________________________________________________
Added: svn:mime-type
## -0,0 +1 ##
+application/octet-stream
\ No newline at end of property
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