Revision: 8906
http://playerstage.svn.sourceforge.net/playerstage/?rev=8906&view=rev
Author: natepak
Date: 2010-09-15 15:42:21 +0000 (Wed, 15 Sep 2010)
Log Message:
-----------
Updates
Modified Paths:
--------------
code/gazebo/branches/wx/Media/materials/programs/CMakeLists.txt
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_caster_vp.glsl
code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
Added Paths:
-----------
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_receiver_fp.glsl
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_receiver_vp.glsl
code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material
Removed Paths:
-------------
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_fp.glsl
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_fp.glsl.bak
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_vp.glsl
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_vp.glsl.bak
code/gazebo/branches/wx/Media/materials/scripts/diffuse.material
code/gazebo/branches/wx/Media/materials/scripts/pssm.material
code/gazebo/branches/wx/Media/materials/scripts/pssm.material.old
code/gazebo/branches/wx/Media/materials/scripts/pssm_ogre.material
Modified: code/gazebo/branches/wx/Media/materials/programs/CMakeLists.txt
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/CMakeLists.txt
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/programs/CMakeLists.txt
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,18 +1,9 @@
-SET (files PointLight.vert
- PointLight.frag
- DepthMap.frag
- DepthMap.vert
- pssm_vsm_caster_fp.glsl
+SET (files pssm_vsm_caster_fp.glsl
pssm_vsm_caster_vp.glsl
- pssm_vsm_diffuse_fp.glsl
- pssm_vsm_diffuse_vp.glsl
- DepthShadowmapCasterFp.glsl
- DepthShadowmapCasterVp.glsl
- DepthShadowmapReceiverFp.glsl
- DepthShadowmapReceiverVp.glsl
+ pssm_vsm_receiver_fp.glsl
+ pssm_vsm_receiver_vp.glsl
AmbientOneTexture.glsl
- blur.glsl
- )
+)
INSTALL(FILES ${files} DESTINATION
${CMAKE_INSTALL_PREFIX}/share/gazebo/Media/materials/programs/)
Modified:
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_caster_vp.glsl
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_caster_vp.glsl
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_caster_vp.glsl
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,4 +1,3 @@
-uniform mat4 pMat;
uniform mat4 wvMat;
varying vec4 vertexDepth;
@@ -7,8 +6,5 @@
{
vertexDepth = wvMat * gl_Vertex;
- //gl_Position = (pMat * vertexDepth).xyzw;
-
- // pass the vertex position, transforming it to clip space
gl_Position = ftransform();
}
Deleted:
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_fp.glsl
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_fp.glsl
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_fp.glsl
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,89 +0,0 @@
-uniform vec3 lightDif0;
-uniform vec4 lightPos0;
-uniform vec4 lightAtt0;
-uniform vec4 invSMSize;
-uniform vec4 depthRange;
-uniform vec4 spotlightParams;
-uniform sampler2D dMap;
-uniform sampler2D shadowMap;
-
-varying vec4 vertexWorldPosition;
-varying vec4 lightPosition0;
-varying vec3 vertexNormal;
-varying vec3 sdir;
-
-vec2 btex2D_rg(sampler2D map, vec2 uv, float radius, vec2 offset)
-{
- // simple 3x3 filter
- vec2 o = offset;
- vec2 c = texture2D(map, uv.xy).rg; // center
- c += texture2D(map, uv.xy - o.xy).rg; // top left
- c += texture2D(map, uv.xy + o.xy).rg; // bottom right
- c += texture2D(map, vec2(uv.x - o.x, uv.y)).rg; // left
- c += texture2D(map, vec2(uv.x + o.x, uv.y)).rg; // right
- c += texture2D(map, vec2(uv.x, uv.y + o.y)).rg; // bottom
- c += texture2D(map, vec2(uv.x, uv.y - o.y)).rg; // top
- c += texture2D(map, vec2(uv.x - o.x, uv.y + o.y)).rg; // bottom left
- c += texture2D(map, vec2(uv.x + o.x, uv.y - o.y)).rg; // top right
- return c / 9.0;
-}
-
-float shadow(in sampler2D shadowMap, in vec4 shadowMapPos, float ourDepth,
float radius, vec2 offset)
-{
- vec2 suv = shadowMapPos.xy / shadowMapPos.w;
-
- vec2 moments = btex2D_rg(shadowMap, suv, radius, offset);
-
- float litFactor = (ourDepth <= moments.x ? 1.0 : 0.0);
-
- // standard variance shadow mapping code
- float E_x2 = moments.y;
- float Ex_2 = moments.x * moments.x;
- float vsmEpsilon = 0.0001;
- float variance = min(max(E_x2 - Ex_2, 0.0) + vsmEpsilon, 1.0);
- float m_d = moments.x - ourDepth;
- float denom = (variance + m_d * m_d);
- float p = variance / denom;
-
- return smoothstep(0.4, 1.0, max(litFactor, p));
-}
-
-void main()
-{
- // direction
- vec3 ld0 = normalize(lightPos0.xyz - (lightPos0.w *
vertexWorldPosition.xyz));
-
- // attenuation
- float ila = length(lightPos0.xyz - vertexWorldPosition.xyz) / lightAtt0.r;
- ila *= ila; // quadratic falloff
- float la = 1.0 - ila;
-
- vec3 normal = normalize(vertexNormal);
-
- float LdotN0 = max(dot(ld0, normal), 0.0);
- vec4 difTex = texture2D(dMap, gl_TexCoord[0].xy);
-
- // calculate the spotlight effect
- float spot = dot(ld0, normalize(-sdir)); // angle between spotlight dir and
actual dir
- spot = clamp((spot - spotlightParams.y) / (spotlightParams.x -
spotlightParams.y),0.0,1.0);
-
- vec3 light0C =
- // N . L LIGHT DIF TEX DIF ATT
- //(LdotN0 * lightDif0 * difTex.xyz) * la * spot
- (LdotN0 * lightDif0 * difTex.xyz) * la * spot *
- shadow(
- // pass in the shadow map
- shadowMap,
- // the calculated shadow position in the shadow map
- lightPosition0,
- // distance to light, done just as in the caster shader
- (length(lightPos0.xyz - vertexWorldPosition.xyz) - depthRange.x) *
depthRange.w,
- // radius to blur (we discussed)
- 3.0,
- // inverse shadow map size so we know how much to move when blurring
- invSMSize.xy);
-
- gl_FragColor = vec4(light0C, 1.0);
-
-}
-
Deleted:
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_fp.glsl.bak
===================================================================
---
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_fp.glsl.bak
2010-09-15 02:29:40 UTC (rev 8905)
+++
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_fp.glsl.bak
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,89 +0,0 @@
-uniform sampler2D shadowMap0;
-uniform sampler2D shadowMap1;
-uniform sampler2D shadowMap2; uniform sampler2D diffuseMap0;
-
-uniform vec4 invShadowMapSize0;
-uniform vec4 invShadowMapSize1;
-uniform vec4 invShadowMapSize2;
-uniform vec4 pssmSplitPoints;
-uniform vec4 depthRange0;
-uniform vec4 depthRange1;
-uniform vec4 depthRange2;
-uniform vec4 lightPos0;
-
-varying vec3 vertexNormal;
-varying vec4 vertexWorldPosition;
-varying vec4 lightPosition0;
-varying vec4 lightPosition1;
-varying vec4 lightPosition2;
-varying float shadowDistance;
-
-float shadowPCF(in sampler2D shadowMap, in vec4 shadowMapPos, const in vec2
offset, float depth)
-{
- shadowMapPos = shadowMapPos / shadowMapPos.w;
- vec2 uv = shadowMapPos.xy;
-
- vec2 o = offset;
- vec2 c = texture2D(shadowMap, uv.xy).rg; // center
- //vec2 c = texture2D(shadowMap, uv.xy - o.xy).rg; // top left
- //c += texture2D(shadowMap, uv.xy + o.xy).rg; // bottom right
- ////c += texture2D(shadowMap, vec2(uv.x - o.x, uv.y)).rg; // left
- ////c += texture2D(shadowMap, vec2(uv.x + o.x, uv.y)).rg; // right
- ////c += texture2D(shadowMap, vec2(uv.x, uv.y + o.y)).rg; // bottom
- ////c += texture2D(shadowMap, vec2(uv.x, uv.y - o.y)).rg; // top
- //c += texture2D(shadowMap, vec2(uv.x - o.x, uv.y + o.y)).rg; // bottom
left
- //c += texture2D(shadowMap, vec2(uv.x + o.x, uv.y - o.y)).rg; // top right
- //c /= 4.0;
-
- vec2 moments = c;
- float litFactor = (depth <= moments.x ? 1.0 : 0.0);
-
- // standard variance shadow mapping code
- float E_x2 = moments.y;
- float Ex_2 = moments.x * moments.x;
- float vsmEpsilon = 0.0001;
- float variance = min(max(E_x2 - Ex_2, 0.0) + vsmEpsilon, 1.0);
- float m_d = (moments.x - depth);
- float p = variance / (variance + m_d * m_d);
-
- return smoothstep(0.4, 1.0, max(litFactor, p));
-}
-
-void main()
-{
- vec3 lightDir0 = normalize(lightPos0.xyz - (lightPos0.w *
vertexWorldPosition.xyz));
- vec3 normalizedNormal = normalize(vertexNormal);
- float diffuseAmount = max(dot(normalizedNormal, lightDir0), 0.0);
-
- // calculate shadow
- float shadowAmount = 1.0;
- vec4 shadowColor = vec4(0.0, 0.0, 0.0, 1.0);
-
- if (shadowDistance <= pssmSplitPoints.y) {
- float depth = (length(lightPos0.xyz - vertexWorldPosition.xyz) -
depthRange0.x) * depthRange0.w;
-
- shadowAmount = shadowPCF(shadowMap0, lightPosition0, invShadowMapSize0.xy,
depth);
- shadowColor = vec4(1.0, 0, 0, 1.0);
- }
- else if (shadowDistance <= pssmSplitPoints.z) {
- float depth = (length(lightPos0.xyz - vertexWorldPosition.xyz) -
depthRange1.x) * depthRange1.w;
-
- shadowAmount = shadowPCF(shadowMap1, lightPosition1, invShadowMapSize1.xy,
depth);
- shadowColor = vec4(0.0, 1.0, 0, 1.0);
- }
- else {
- float depth = (length(lightPos0.xyz - vertexWorldPosition.xyz) -
depthRange2.x) * depthRange2.w;
-
- shadowAmount = shadowPCF(shadowMap2, lightPosition2, invShadowMapSize2.xy,
depth);
- shadowColor = vec4(0.0, 0.0, 1.0, 1.0);
- }
-
- const float shadowAmbient = 0.9;
-
- // if you do your own ambient pass you'll want to remove the ambient code
from here
- const vec4 ambientColor = vec4 (0.05, 0.075, 0.1, 1.0);
- vec4 diffuseColor = texture2D(diffuseMap0, gl_TexCoord[0].st);
-
- gl_FragColor = ((1.0 - shadowAmbient) * diffuseColor * shadowColor) +
- (diffuseColor * shadowAmbient * diffuseAmount * shadowAmount *
shadowColor);
-}
Deleted:
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_vp.glsl
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_vp.glsl
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_vp.glsl
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,27 +0,0 @@
-uniform mat4 wMat;
-uniform mat4 wvpMat;
-uniform mat4 tvpMat;
-uniform vec4 spotlightDir;
-
-varying vec4 vertexWorldPosition;
-varying vec4 lightPosition0;
-varying vec3 vertexNormal;
-varying vec3 sdir;
-
-void main()
-{
- vertexWorldPosition = mul(wMat, gl_Vertex);
- gl_Position = mul(wvpMat, gl_Vertex);
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
-
- vertexNormal = vec3(wMat * vec4(gl_Normal.xyz, 0.0));
-
- sdir = vec3(wMat * spotlightDir);
-
- lightPosition0 = tvpMat * vertexWorldPosition;
-
- // pass the vertex position, transforming it to clip space
- //gl_Position = ftransform();
-}
Deleted:
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_vp.glsl.bak
===================================================================
---
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_vp.glsl.bak
2010-09-15 02:29:40 UTC (rev 8905)
+++
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_vp.glsl.bak
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,38 +0,0 @@
-uniform vec4 lightPosition; // world space
-uniform mat4 worldViewProjMatrix;
-uniform mat4 worldMatrix;
-uniform mat4 texViewProjMatrix0;
-uniform mat4 texViewProjMatrix1;
-uniform mat4 texViewProjMatrix2;
-
-uniform mat4 worldInverseTranspose;
-
-varying vec4 lightPosition0;
-varying vec4 lightPosition1;
-varying vec4 lightPosition2;
-varying vec3 vertexNormal;
-varying vec4 vertexWorldPosition;
-varying float shadowDistance;
-
-void main()
-{
- // get normal in world space
- vertexNormal = vec3(worldMatrix * vec4(normalize(gl_Normal.xyz), 0.0));
-
- // pass the vertex position, transforming it to clip space
- gl_Position = ftransform();
-
- // pass texture co-ords through unchanged
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- // shadowDistance is in clip space
- shadowDistance = gl_Position.z;
-
- // get vertex position in world space
- vertexWorldPosition = worldMatrix * gl_Vertex;
-
- // Calculate the position of vertex in light space for shadowing
- lightPosition0 = texViewProjMatrix0 * vertexWorldPosition;
- lightPosition1 = texViewProjMatrix1 * vertexWorldPosition;
- lightPosition2 = texViewProjMatrix2 * vertexWorldPosition;
-}
Copied:
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_receiver_fp.glsl
(from rev 8905,
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_fp.glsl)
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_receiver_fp.glsl
(rev 0)
+++ code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_receiver_fp.glsl
2010-09-15 15:42:21 UTC (rev 8906)
@@ -0,0 +1,89 @@
+uniform vec3 lightDif0;
+uniform vec4 lightPos0;
+uniform vec4 lightAtt0;
+uniform vec4 invSMSize;
+uniform vec4 depthRange;
+uniform vec4 spotlightParams;
+uniform sampler2D dMap;
+uniform sampler2D shadowMap;
+
+varying vec4 vertexWorldPosition;
+varying vec4 lightPosition0;
+varying vec3 vertexNormal;
+varying vec3 sdir;
+
+vec2 btex2D_rg(sampler2D map, vec2 uv, float radius, vec2 offset)
+{
+ // simple 3x3 filter
+ vec2 o = offset;
+ vec2 c = texture2D(map, uv.xy).rg; // center
+ c += texture2D(map, uv.xy - o.xy).rg; // top left
+ c += texture2D(map, uv.xy + o.xy).rg; // bottom right
+ c += texture2D(map, vec2(uv.x - o.x, uv.y)).rg; // left
+ c += texture2D(map, vec2(uv.x + o.x, uv.y)).rg; // right
+ c += texture2D(map, vec2(uv.x, uv.y + o.y)).rg; // bottom
+ c += texture2D(map, vec2(uv.x, uv.y - o.y)).rg; // top
+ c += texture2D(map, vec2(uv.x - o.x, uv.y + o.y)).rg; // bottom left
+ c += texture2D(map, vec2(uv.x + o.x, uv.y - o.y)).rg; // top right
+ return c / 9.0;
+}
+
+float shadow(in sampler2D shadowMap, in vec4 shadowMapPos, float ourDepth,
float radius, vec2 offset)
+{
+ vec2 suv = shadowMapPos.xy / shadowMapPos.w;
+
+ vec2 moments = btex2D_rg(shadowMap, suv, radius, offset);
+
+ float litFactor = (ourDepth <= moments.x ? 1.0 : 0.0);
+
+ // standard variance shadow mapping code
+ float E_x2 = moments.y;
+ float Ex_2 = moments.x * moments.x;
+ float vsmEpsilon = 0.0001;
+ float variance = min(max(E_x2 - Ex_2, 0.0) + vsmEpsilon, 1.0);
+ float m_d = moments.x - ourDepth;
+ float denom = (variance + m_d * m_d);
+ float p = variance / denom;
+
+ return smoothstep(0.4, 1.0, max(litFactor, p));
+}
+
+void main()
+{
+ // direction
+ vec3 ld0 = normalize(lightPos0.xyz - (lightPos0.w *
vertexWorldPosition.xyz));
+
+ // attenuation
+ float ila = length(lightPos0.xyz - vertexWorldPosition.xyz) / lightAtt0.r;
+ ila *= ila; // quadratic falloff
+ float la = 1.0 - ila;
+
+ vec3 normal = normalize(vertexNormal);
+
+ float LdotN0 = max(dot(ld0, normal), 0.0);
+ vec4 difTex = texture2D(dMap, gl_TexCoord[0].xy);
+
+ // calculate the spotlight effect
+ float spot = dot(ld0, normalize(-sdir)); // angle between spotlight dir and
actual dir
+ spot = clamp((spot - spotlightParams.y) / (spotlightParams.x -
spotlightParams.y),0.0,1.0);
+
+ vec3 light0C =
+ // N . L LIGHT DIF TEX DIF ATT
+ //(LdotN0 * lightDif0 * difTex.xyz) * la * spot
+ (LdotN0 * lightDif0 * difTex.xyz) * la * spot *
+ shadow(
+ // pass in the shadow map
+ shadowMap,
+ // the calculated shadow position in the shadow map
+ lightPosition0,
+ // distance to light, done just as in the caster shader
+ (length(lightPos0.xyz - vertexWorldPosition.xyz) - depthRange.x) *
depthRange.w,
+ // radius to blur (we discussed)
+ 3.0,
+ // inverse shadow map size so we know how much to move when blurring
+ invSMSize.xy);
+
+ gl_FragColor = vec4(light0C, 1.0);
+
+}
+
Copied:
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_receiver_vp.glsl
(from rev 8905,
code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_diffuse_vp.glsl)
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_receiver_vp.glsl
(rev 0)
+++ code/gazebo/branches/wx/Media/materials/programs/pssm_vsm_receiver_vp.glsl
2010-09-15 15:42:21 UTC (rev 8906)
@@ -0,0 +1,26 @@
+uniform mat4 wMat;
+uniform mat4 wvpMat;
+uniform mat4 tvpMat;
+uniform vec4 spotlightDir;
+
+varying vec4 vertexWorldPosition;
+varying vec4 lightPosition0;
+varying vec3 vertexNormal;
+varying vec3 sdir;
+
+void main()
+{
+ gl_Position = ftransform();
+
+ vertexWorldPosition = mul(wMat, gl_Vertex);
+ //gl_Position = mul(wvpMat, gl_Vertex);
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_MultiTexCoord1;
+
+ vertexNormal = vec3(wMat * vec4(gl_Normal.xyz, 0.0));
+
+ sdir = vec3(wMat * spotlightDir);
+
+ lightPosition0 = tvpMat * vertexWorldPosition;
+}
Modified: code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,4 +1,6 @@
-SET (files Gazebo.material diffuse.material shadow_caster.material
-blur.compositor blur.material)
+SET (files Gazebo.material
+ shadow_receiver.material
+ shadow_caster.material
+)
INSTALL(FILES ${files} DESTINATION
${CMAKE_INSTALL_PREFIX}/share/gazebo/Media/materials/scripts/)
Modified: code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
2010-09-15 15:42:21 UTC (rev 8906)
@@ -22,7 +22,7 @@
}
// A really basic ambient pass program, support for one texture coodinate set
-vertex_program Ogre/BasicVertexPrograms/AmbientOneTexture glsl
+vertex_program AmbientOneTexture glsl
{
source AmbientOneTexture.glsl
Deleted: code/gazebo/branches/wx/Media/materials/scripts/diffuse.material
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/diffuse.material
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/scripts/diffuse.material
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,94 +0,0 @@
-vertex_program diffuse_vs_glsl glsl
-{
- source pssm_vsm_diffuse_vp.glsl
- profiles vs_1_1 arbvp1
-
- default_params
- {
- param_named_auto wMat world_matrix
- param_named_auto wvpMat worldviewproj_matrix
- param_named_auto tvpMat texture_viewproj_matrix 0
- param_named_auto spotlightDir light_direction_object_space 0
- }
-}
-
-fragment_program diffuse_ps_glsl glsl
-{
- source pssm_vsm_diffuse_fp.glsl
-
- default_params
- {
- param_named_auto lightDif0 light_diffuse_colour 0
- param_named_auto lightPos0 light_position 0
- param_named_auto lightAtt0 light_attenuation 0
- param_named_auto invSMSize inverse_texture_size 1
- param_named_auto depthRange shadow_scene_depth_range 0
- param_named_auto spotlightParams spotlight_params 0
- param_named dMap int 0
- param_named shadowMap int 1
- }
-}
-
-abstract material diffuse_template
-{
- technique
- {
- pass
- {
- ambient 1 1 1
- diffuse 0 0 0
- specular 0 0 0 0
- emissive 0 0 0
-
- ///vertex_program_ref ambient_vs
- //{
- //}
-
- //fragment_program_ref ambient_ps
- //{
- //}
-
- texture_unit ambient_tex
- {
- }
- }
-
- pass
- {
- max_lights 8
- scene_blend add
- iteration once_per_light
-
- ambient 0 0 0
- diffuse 1 1 1
- specular 1 1 1 128
-
- vertex_program_ref diffuse_vs_glsl
- {
- }
-
- fragment_program_ref diffuse_ps_glsl
- {
- }
-
- texture_unit diffuse_tex
- {
- }
-
- texture_unit shadow_tex
- {
- content_type shadow
- filtering anisotropic
- max_anisotropy 16
- tex_address_mode border
- tex_border_colour 1 1 1
- }
- }
- }
-}
-
-material Gazebo/GrayGrid : diffuse_template
-{
- set_texture_alias ambient_tex grayGrid.png
- set_texture_alias diffuse_tex grayGrid.png
-}
Deleted: code/gazebo/branches/wx/Media/materials/scripts/pssm.material
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/pssm.material
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/scripts/pssm.material
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,132 +0,0 @@
-vertex_program pssm_vsm_caster_vp glsl
-{
- source pssm_vsm_caster_vp.glsl
-
- default_params
- {
- param_named_auto pMat projection_matrix
- param_named_auto wvMat worldview_matrix
- }
-}
-
-fragment_program pssm_vsm_caster_fp glsl
-{
- source pssm_vsm_caster_fp.glsl
-
- default_params
- {
- param_named_auto depthRange scene_depth_range
- }
-}
-
-vertex_program pssm_vsm_diffuse_vp glsl
-{
- source pssm_vsm_diffuse_vp.glsl
- default_params
- {
- param_named_auto wMat world_matrix
- param_named_auto wvpMat worldviewproj_matrix
- param_named_auto tvpMat texture_viewproj_matrix 0
- param_named_auto spotlightDir light_direction_object_space 0
- }
-}
-
-fragment_program pssm_vsm_diffuse_fp glsl
-{
- source pssm_vsm_diffuse_fp.glsl
-
- default_params
- {
- param_named_auto lightDif0 light_diffuse_colour 0
- param_named_auto lightPos0 light_position 0
- param_named_auto lightAtt0 light_attenuation 0
- param_named_auto invSMSize inverse_texture_size 1
- param_named_auto depthRange shadow_scene_depth_range 0
- param_named_auto spotlightParams spotlight_params 0
- param_named dMap int 0
- param_named shadowMap int 1
- }
-}
-
-
-material pssm_vsm_caster
-{
- technique
- {
- // all this will do is write depth and depth squared to red and green
- pass
- {
- vertex_program_ref pssm_vsm_caster_vp
- {
- }
-
- fragment_program_ref pssm_vsm_caster_fp
- {
- }
- }
- }
-}
-
-abstract material diffuse_template
-{
- technique
- {
- pass
- {
- ambient 1 1 1
- diffuse 0 0 0
- specular 0 0 0 0
- emissive 0 0 0
-
- ///vertex_program_ref ambient_vs
- //{
- //}
-
- //fragment_program_ref ambient_ps
- //{
- //}
-
- texture_unit ambient_tex
- {
- }
- }
-
- pass
- {
- max_lights 8
- scene_blend add
- iteration once_per_light
-
- ambient 0 0 0
- diffuse 1 1 1
- specular 1 1 1 128
-
- vertex_program_ref pssm_vsm_diffuse_vp
- {
- }
-
- fragment_program_ref pssm_vsm_diffuse_fp
- {
- }
-
- texture_unit diffuse_tex
- {
- }
-
- texture_unit shadow_tex
- {
- content_type shadow
- filtering anisotropic
- max_anisotropy 16
- tex_address_mode border
- tex_border_colour 1 1 1
- }
- }
- }
-}
-
-material Gazebo/GrayGrid : diffuse_template
-{
- set_texture_alias ambient_tex grayGrid.png
- set_texture_alias diffuse_tex grayGrid.png
-}
Deleted: code/gazebo/branches/wx/Media/materials/scripts/pssm.material.old
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/pssm.material.old
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/scripts/pssm.material.old
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,139 +0,0 @@
-// declare the vertex shader (CG for the language)
-vertex_program PSSM/shadow_caster_vs cg
-{
- // source file
- source pssm.cg
- // will run on vertex shader 1.1+
- profiles vs_1_1 arbvp1
- // entry function
- entry_point shadow_caster_vs
-
- default_params
- {
- param_named_auto wvpMat worldviewproj_matrix
- // this is the scene's depth range
- //param_named_auto depthRange
scene_depth_range
- //param_named_auto optimalAdustFactor custom 0
- }
-}
-
-// declare the fragment shader (CG for the language)
-fragment_program PSSM/shadow_caster_ps cg
-{
- // source file
- source pssm.cg
- // will run on pixel shader 2.0+
- profiles ps_2_0 arbfp1
- // entry function
- entry_point shadow_caster_ps
-
- default_params
- {
- }
-}
-
-material PSSM/shadow_caster
-{
- technique
- {
- // all this will do is write depth and depth\xB2 to red and
green
- pass
- {
- vertex_program_ref PSSM/shadow_caster_vs
- {
- }
-
- fragment_program_ref PSSM/shadow_caster_ps
- {
- }
- }
- }
-}
-
-
-
-vertex_program PSSM/shadow_receiver_vs cg
-{
- source pssm.cg
- profiles vs_1_1 arbvp1
- entry_point shadow_receiver_vs
-
- default_params
- {
- param_named_auto lightPosition
light_position_object_space 0
- param_named_auto eyePosition
camera_position_object_space
- param_named_auto worldViewProjMatrix
worldviewproj_matrix
- param_named_auto texWorldViewProjMatrix0
texture_worldviewproj_matrix 0
- param_named_auto texWorldViewProjMatrix1
texture_worldviewproj_matrix 1
- param_named_auto texWorldViewProjMatrix2
texture_worldviewproj_matrix 2
- //param_named_auto depthRange0
shadow_scene_depth_range 0
- //param_named_auto depthRange1
shadow_scene_depth_range 1
- //param_named_auto depthRange2
shadow_scene_depth_range 2
- }
-}
-
-fragment_program PSSM/shadow_receiver_ps cg
-{
- source pssm.cg
- profiles ps_2_x arbfp1
- entry_point shadow_receiver_ps
-
- default_params
- {
- param_named_auto lightDiffuse
derived_light_diffuse_colour 0
- param_named_auto lightSpecular
derived_light_specular_colour 0
- param_named_auto ambient
derived_ambient_light_colour
- param_named_auto invShadowMapSize0 inverse_texture_size 0
- param_named_auto invShadowMapSize1 inverse_texture_size 1
- param_named_auto invShadowMapSize2 inverse_texture_size 2
- //param_named pssmSplitPoints MANUAL
- }
-}
-
-
-abstract material PSSM/base_receiver
-{
- technique
- {
- pass
- {
- ambient 1 1 1 1
- diffuse 1 1 1 1
-
- vertex_program_ref PSSM/shadow_receiver_vs {}
- fragment_program_ref PSSM/shadow_receiver_ps {}
-
- texture_unit shadow_tex0
- {
- content_type shadow
- tex_address_mode clamp
- }
- texture_unit shadow_tex1
- {
- content_type shadow
- tex_address_mode clamp
- }
- texture_unit shadow_tex2
- {
- content_type shadow
- tex_address_mode clamp
- }
-
- texture_unit diffuse_tex
- {
- texture $diffuse
- }
- }
- }
-}
-
-material PSSM/Plane : PSSM/base_receiver
-{
- set $diffuse BumpyMetal.jpg
-}
-
-material PSSM/Knot : PSSM/base_receiver
-{
- set $diffuse MtlPlat2.jpg
-}
-
Deleted: code/gazebo/branches/wx/Media/materials/scripts/pssm_ogre.material
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/pssm_ogre.material
2010-09-15 02:29:40 UTC (rev 8905)
+++ code/gazebo/branches/wx/Media/materials/scripts/pssm_ogre.material
2010-09-15 15:42:21 UTC (rev 8906)
@@ -1,139 +0,0 @@
-// declare the vertex shader (CG for the language)
-vertex_program PSSM/shadow_caster_vs cg
-{
- // source file
- source pssm.cg
- // will run on vertex shader 1.1+
- profiles vs_1_1 arbvp1
- // entry function
- entry_point shadow_caster_vs
-
- default_params
- {
- param_named_auto wvpMat worldviewproj_matrix
- // this is the scene's depth range
- //param_named_auto depthRange
scene_depth_range
- //param_named_auto optimalAdustFactor custom 0
- }
-}
-
-// declare the fragment shader (CG for the language)
-fragment_program PSSM/shadow_caster_ps cg
-{
- // source file
- source pssm.cg
- // will run on pixel shader 2.0+
- profiles ps_2_0 arbfp1
- // entry function
- entry_point shadow_caster_ps
-
- default_params
- {
- }
-}
-
-material PSSM/shadow_caster
-{
- technique
- {
- // all this will do is write depth and depth\xB2 to red and
green
- pass
- {
- vertex_program_ref PSSM/shadow_caster_vs
- {
- }
-
- fragment_program_ref PSSM/shadow_caster_ps
- {
- }
- }
- }
-}
-
-
-
-vertex_program PSSM/shadow_receiver_vs cg
-{
- source pssm.cg
- profiles vs_1_1 arbvp1
- entry_point shadow_receiver_vs
-
- default_params
- {
- param_named_auto lightPosition
light_position_object_space 0
- param_named_auto eyePosition
camera_position_object_space
- param_named_auto worldViewProjMatrix
worldviewproj_matrix
- param_named_auto texWorldViewProjMatrix0
texture_worldviewproj_matrix 0
- param_named_auto texWorldViewProjMatrix1
texture_worldviewproj_matrix 1
- param_named_auto texWorldViewProjMatrix2
texture_worldviewproj_matrix 2
- //param_named_auto depthRange0
shadow_scene_depth_range 0
- //param_named_auto depthRange1
shadow_scene_depth_range 1
- //param_named_auto depthRange2
shadow_scene_depth_range 2
- }
-}
-
-fragment_program PSSM/shadow_receiver_ps cg
-{
- source pssm.cg
- profiles ps_2_x arbfp1
- entry_point shadow_receiver_ps
-
- default_params
- {
- param_named_auto lightDiffuse
derived_light_diffuse_colour 0
- param_named_auto lightSpecular
derived_light_specular_colour 0
- param_named_auto ambient
derived_ambient_light_colour
- param_named_auto invShadowMapSize0 inverse_texture_size 0
- param_named_auto invShadowMapSize1 inverse_texture_size 1
- param_named_auto invShadowMapSize2 inverse_texture_size 2
- //param_named pssmSplitPoints MANUAL
- }
-}
-
-
-abstract material PSSM/base_receiver
-{
- technique
- {
- pass
- {
- ambient 1 1 1 1
- diffuse 1 1 1 1
-
- vertex_program_ref PSSM/shadow_receiver_vs {}
- fragment_program_ref PSSM/shadow_receiver_ps {}
-
- texture_unit shadow_tex0
- {
- content_type shadow
- tex_address_mode clamp
- }
- texture_unit shadow_tex1
- {
- content_type shadow
- tex_address_mode clamp
- }
- texture_unit shadow_tex2
- {
- content_type shadow
- tex_address_mode clamp
- }
-
- texture_unit diffuse_tex
- {
- texture $diffuse
- }
- }
- }
-}
-
-material PSSM/Plane : PSSM/base_receiver
-{
- set $diffuse BumpyMetal.jpg
-}
-
-material PSSM/Knot : PSSM/base_receiver
-{
- set $diffuse MtlPlat2.jpg
-}
-
Copied:
code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material (from
rev 8905, code/gazebo/branches/wx/Media/materials/scripts/diffuse.material)
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material
(rev 0)
+++ code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material
2010-09-15 15:42:21 UTC (rev 8906)
@@ -0,0 +1,93 @@
+vertex_program receiver_vs_glsl glsl
+{
+ source pssm_vsm_receiver_vp.glsl
+
+ default_params
+ {
+ param_named_auto wMat world_matrix
+ param_named_auto wvpMat worldviewproj_matrix
+ param_named_auto tvpMat texture_viewproj_matrix 0
+ param_named_auto spotlightDir light_direction_object_space 0
+ }
+}
+
+fragment_program receiver_ps_glsl glsl
+{
+ source pssm_vsm_receiver_fp.glsl
+
+ default_params
+ {
+ param_named_auto lightDif0 light_receiver_colour 0
+ param_named_auto lightPos0 light_position 0
+ param_named_auto lightAtt0 light_attenuation 0
+ param_named_auto invSMSize inverse_texture_size 1
+ param_named_auto depthRange shadow_scene_depth_range 0
+ param_named_auto spotlightParams spotlight_params 0
+ param_named dMap int 0
+ param_named shadowMap int 1
+ }
+}
+
+abstract material receiver_template
+{
+ technique
+ {
+ pass
+ {
+ ambient 1 1 1
+ diffuse 0 0 0
+ specular 0 0 0 0
+ emissive 0 0 0
+
+ ///vertex_program_ref ambient_vs
+ //{
+ //}
+
+ //fragment_program_ref ambient_ps
+ //{
+ //}
+
+ texture_unit ambient_tex
+ {
+ }
+ }
+
+ pass
+ {
+ max_lights 8
+ scene_blend add
+ iteration once_per_light
+
+ ambient 0 0 0
+ diffuse 1 1 1
+ specular 1 1 1 128
+
+ vertex_program_ref receiver_vs_glsl
+ {
+ }
+
+ fragment_program_ref receiver_ps_glsl
+ {
+ }
+
+ texture_unit diffuse_tex
+ {
+ }
+
+ texture_unit shadow_tex
+ {
+ content_type shadow
+ filtering anisotropic
+ max_anisotropy 16
+ tex_address_mode border
+ tex_border_colour 1 1 1
+ }
+ }
+ }
+}
+
+material Gazebo/GrayGrid : receiver_template
+{
+ set_texture_alias ambient_tex grayGrid.png
+ set_texture_alias diffuse_tex grayGrid.png
+}
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