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OgreTerrainVertexProgram.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\opt\OgreTerrainVertexProgram.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __TERRAINVERTEXPROGRAM_H__ #define __TERRAINVERTEXPROGRAM_H__ #include "OgrePrerequisites.h" #include "OgreCommon.h" #include "OgreString.h" namespace Ogre { /* Static class containing the source to vertex programs used to morph the terrain LOD levels. The programs are generated from the following Cg: @code // No fog morphing terrain void terrain_vp( float4 position : POSITION, float2 uv1 : TEXCOORD0, float2 uv2 : TEXCOORD1, float delta : BLENDWEIGHT, out float4 oPosition : POSITION, out float2 oUv1 : TEXCOORD0, out float2 oUv2 : TEXCOORD1, out float4 colour : COLOR, uniform float4x4 worldViewProj, uniform float morphFactor ) { // Apply morph position.y = position.y + (delta.x * morphFactor); // world / view / projection oPosition = mul(worldViewProj, position); // Main texture coords oUv1 = uv1; // Detail texture coords oUv2 = uv2; // Full bright (no lighting) colour = float4(1,1,1,1); } // Linear fogged morphing terrain void terrain_vp_linear( float4 position : POSITION, float2 uv1 : TEXCOORD0, float2 uv2 : TEXCOORD1, float delta : BLENDWEIGHT, out float4 oPosition : POSITION, out float2 oUv1 : TEXCOORD0, out float2 oUv2 : TEXCOORD1, out float4 colour : COLOR, out float fog : FOG, uniform float4x4 worldViewProj, uniform float morphFactor ) { // Apply morph position.y = position.y + (delta.x * morphFactor); // world / view / projection oPosition = mul(worldViewProj, position); // Main texture coords oUv1 = uv1; // Detail texture coords oUv2 = uv2; // Full bright (no lighting) colour = float4(1,1,1,1); // Fog // f = end - camz / end - start // when start / end has been set, fog value is distance fog = oPosition.z; } // Exp fogged morphing terrain void terrain_vp_exp( float4 position : POSITION, float2 uv1 : TEXCOORD0, float2 uv2 : TEXCOORD1, float delta : BLENDWEIGHT, out float4 oPosition : POSITION, out float2 oUv1 : TEXCOORD0, out float2 oUv2 : TEXCOORD1, out float4 colour : COLOR, out float fog : FOG, uniform float4x4 worldViewProj, uniform float morphFactor, uniform float fogDensity) { // Apply morph position.y = position.y + (delta.x * morphFactor); // world / view / projection oPosition = mul(worldViewProj, position); // Main texture coords oUv1 = uv1; // Detail texture coords oUv2 = uv2; // Full bright (no lighting) colour = float4(1,1,1,1); // Fog // f = 1 / e ^ (camz x density) // note pow = exp(src1 * log(src0)). fog = 1 / (exp((oPosition.z * fogDensity) * log(2.718281828))); } // Exp2 fogged morphing terrain void terrain_vp_exp2( float4 position : POSITION, float2 uv1 : TEXCOORD0, float2 uv2 : TEXCOORD1, float delta : BLENDWEIGHT, out float4 oPosition : POSITION, out float2 oUv1 : TEXCOORD0, out float2 oUv2 : TEXCOORD1, out float4 colour : COLOR, out float fog : FOG, uniform float4x4 worldViewProj, uniform float morphFactor, uniform float fogDensity) { // Apply morph position.y = position.y + (delta.x * morphFactor); // world / view / projection oPosition = mul(worldViewProj, position); // Main texture coords oUv1 = uv1; // Detail texture coords oUv2 = uv2; // Full bright (no lighting) colour = float4(1,1,1,1); // Fog // f = 1 / e ^ (camz x density)^2 // note pow = exp(src1 * log(src0)). float src1 = oPosition.z * 0.002; fog = 1 / (exp((src1*src1) * log(2.718281828f))); } // Shadow receiver vertex program void terrain_shadow_receiver_vp( float4 position : POSITION, float2 uv1 : TEXCOORD0, float2 uv2 : TEXCOORD1, float delta : BLENDWEIGHT, out float4 oPosition : POSITION, out float2 oUv1 : TEXCOORD0, out float4 colour : COLOR, uniform float4x4 worldViewProj, uniform float4x4 world, uniform float4x4 textureViewProj, uniform float morphFactor ) { // Apply morph position.y = position.y + (delta.x * morphFactor); // world / view / projection oPosition = mul(worldViewProj, position); // Main texture coords float4 worldpos = mul(world, position); float4 projuv = mul(textureViewProj, worldpos); oUv1.xy = projuv.xy / projuv.w; // Full bright (no lighting) colour = float4(1,1,1,1); } @endcode */ class TerrainVertexProgram { private: static String mNoFogArbvp1; static String mLinearFogArbvp1; static String mExpFogArbvp1; static String mExp2FogArbvp1; static String mShadowReceiverArbvp1; static String mNoFogVs_1_1; static String mLinearFogVs_1_1; static String mExpFogVs_1_1; static String mExp2FogVs_1_1; static String mShadowReceiverVs_1_1; public: /// General purpose method to get any of the program sources static const String& getProgramSource(FogMode fogMode, const String syntax, bool shadowReceiver = false); }; } #endif
OgreTerrainVertexProgram.h
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