forked from teamnwah/openmw-tes3coop
Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
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40bb772e34
commit
0e7d555cdf
6 changed files with 148 additions and 61 deletions
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@ -236,9 +236,7 @@ namespace MWGui
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mReflectTerrainButton->setCaptionWithReplacing(Settings::Manager::getBool("reflect terrain", "Water") ? "#{sOn}" : "#{sOff}");
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mShadowsTextureSize->setCaption (Settings::Manager::getString ("texture size", "Shadows"));
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//mShadowsLargeDistance->setCaptionWithReplacing(Settings::Manager::getBool("split", "Shadows") ? "#{sOn}" : "#{sOff}");
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mShadowsLargeDistance->setCaptionWithReplacing("#{sOff}");
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mShadowsLargeDistance->setEnabled (false);
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mShadowsLargeDistance->setCaptionWithReplacing(Settings::Manager::getBool("split", "Shadows") ? "#{sOn}" : "#{sOff}");
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mShadowsEnabledButton->setCaptionWithReplacing(Settings::Manager::getBool("enabled", "Shadows") ? "#{sOn}" : "#{sOff}");
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mActorShadows->setCaptionWithReplacing(Settings::Manager::getBool("actor shadows", "Shadows") ? "#{sOn}" : "#{sOff}");
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@ -28,10 +28,7 @@ void Shadows::recreate()
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{
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bool enabled = Settings::Manager::getBool("enabled", "Shadows");
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// Split shadow maps are currently disabled because the terrain cannot cope with them
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// (Too many texture units) Solution would be a multi-pass terrain material
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//bool split = Settings::Manager::getBool("split", "Shadows");
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const bool split = false;
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bool split = Settings::Manager::getBool("split", "Shadows");
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sh::Factory::getInstance ().setGlobalSetting ("shadows", enabled && !split ? "true" : "false");
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sh::Factory::getInstance ().setGlobalSetting ("shadows_pssm", enabled && split ? "true" : "false");
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@ -68,15 +68,29 @@ namespace MWRender
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Ogre::MaterialManager::getSingleton().remove(matName);
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mMaterial = sh::Factory::getInstance().createMaterialInstance (matName);
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mMaterial->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
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int numPasses = getRequiredPasses(terrain);
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int maxLayersInOnePass = getMaxLayersPerPass(terrain);
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for (int pass=0; pass<numPasses; ++pass)
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{
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int layerOffset = maxLayersInOnePass * pass;
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int blendmapOffset = (pass == 0) ? 1 : 0; // the first layer of the first pass is the base layer and does not need a blend map
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sh::MaterialInstancePass* p = mMaterial->createPass ();
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p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
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p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
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if (pass != 0)
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{
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p->setProperty ("scene_blend", sh::makeProperty(new sh::StringValue("alpha_blend")));
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// Only write if depth is equal to the depth value written by the previous pass.
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p->setProperty ("depth_func", sh::makeProperty(new sh::StringValue("equal")));
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}
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p->mShaderProperties.setProperty ("colour_map", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(mGlobalColourMap)));
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p->mShaderProperties.setProperty ("colour_map", sh::makeProperty(new sh::BooleanValue(mGlobalColourMap)));
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p->mShaderProperties.setProperty ("is_first_pass", sh::makeProperty(new sh::BooleanValue(pass == 0)));
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// global colour map
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sh::MaterialInstanceTextureUnit* colourMap = p->createTextureUnit ("colourMap");
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@ -88,28 +102,64 @@ namespace MWRender
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normalMap->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getTerrainNormalMap ()->getName())));
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normalMap->setProperty ("tex_address_mode", sh::makeProperty<sh::StringValue> (new sh::StringValue("clamp")));
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Ogre::uint maxLayers = getMaxLayers(terrain);
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Ogre::uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
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Ogre::uint numLayers = std::min(maxLayers, static_cast<Ogre::uint>(terrain->getLayerCount()));
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Ogre::uint numLayersInThisPass = std::min(maxLayersInOnePass, terrain->getLayerCount()-layerOffset);
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p->mShaderProperties.setProperty ("num_layers", sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(numLayers))));
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p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
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// HACK: Terrain::getLayerBlendTextureIndex should be const, but it is not.
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// Remove this once ogre got fixed.
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Ogre::Terrain* nonconstTerrain = const_cast<Ogre::Terrain*>(terrain);
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// a blend map might be shared between two passes
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// so we can't just use terrain->getBlendTextureCount()
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Ogre::uint numBlendTextures=0;
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std::vector<std::string> blendTextures;
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for (unsigned int layer=blendmapOffset; layer<numLayersInThisPass; ++layer)
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{
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std::string blendTextureName = terrain->getBlendTextureName(nonconstTerrain->getLayerBlendTextureIndex(
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static_cast<Ogre::uint8>(layerOffset+layer)).first);
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if (std::find(blendTextures.begin(), blendTextures.end(), blendTextureName) == blendTextures.end())
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{
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blendTextures.push_back(blendTextureName);
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++numBlendTextures;
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}
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}
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p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numLayersInThisPass))));
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p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
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// blend maps
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// the index of the first blend map used in this pass
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int blendmapStart;
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if (terrain->getLayerCount() == 1) // special case. if there's only one layer, we don't need blend maps at all
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blendmapStart = 0;
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else
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blendmapStart = nonconstTerrain->getLayerBlendTextureIndex(static_cast<Ogre::uint8>(layerOffset+blendmapOffset)).first;
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for (Ogre::uint i = 0; i < numBlendTextures; ++i)
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{
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sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
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blendTex->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getBlendTextureName(i))));
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blendTex->setProperty ("tex_address_mode", sh::makeProperty<sh::StringValue> (new sh::StringValue("clamp")));
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blendTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(terrain->getBlendTextureName(blendmapStart+i))));
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blendTex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
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}
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// layer maps
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for (Ogre::uint i = 0; i < numLayers; ++i)
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for (Ogre::uint i = 0; i < numLayersInThisPass; ++i)
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{
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sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
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diffuseTex->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getLayerTextureName(i, 0))));
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diffuseTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(terrain->getLayerTextureName(layerOffset+i, 0))));
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if (i+layerOffset > 0)
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{
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int blendTextureIndex = nonconstTerrain->getLayerBlendTextureIndex(static_cast<Ogre::uint8>(layerOffset+i)).first;
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int blendTextureComponent = nonconstTerrain->getLayerBlendTextureIndex(static_cast<Ogre::uint8>(layerOffset+i)).second;
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p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
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sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(int((i-1) / 4)) + "." + getComponent(int((i-1) % 4)))));
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sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(blendTextureIndex-blendmapStart) + "." + getComponent(blendTextureComponent))));
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}
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else
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{
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// just to make it shut up about blendmap_component_0 not existing in the first pass.
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// it might be retrieved, but will never survive the preprocessing step.
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p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
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sh::makeProperty (new sh::StringValue("")));
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}
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}
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// shadow
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@ -119,8 +169,12 @@ namespace MWRender
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shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
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}
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p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty<sh::StringValue>(new sh::StringValue(
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Ogre::StringConverter::toString(numBlendTextures + numLayers + 2))));
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p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
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Ogre::StringConverter::toString(numBlendTextures + numLayersInThisPass + 2))));
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// make sure the pass index is fed to the permutation handler, because blendmap components may be different
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p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(pass)));
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}
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return Ogre::MaterialManager::getSingleton().getByName(matName);
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}
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@ -142,6 +196,11 @@ namespace MWRender
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}
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Ogre::uint8 TerrainMaterial::Profile::getMaxLayers(const Ogre::Terrain* terrain) const
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{
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return 255;
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}
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int TerrainMaterial::Profile::getMaxLayersPerPass (const Ogre::Terrain* terrain)
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{
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// count the texture units free
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Ogre::uint8 freeTextureUnits = 16;
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@ -151,11 +210,21 @@ namespace MWRender
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--freeTextureUnits;
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// shadow
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--freeTextureUnits;
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--freeTextureUnits;
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--freeTextureUnits;
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// each layer needs 1.25 units (1xdiffusespec, 0.25xblend)
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return static_cast<Ogre::uint8>(freeTextureUnits / (1.25f));
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}
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int TerrainMaterial::Profile::getRequiredPasses (const Ogre::Terrain* terrain)
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{
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int maxLayersPerPass = getMaxLayersPerPass(terrain);
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assert(terrain->getLayerCount());
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assert(maxLayersPerPass);
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return std::ceil(static_cast<float>(terrain->getLayerCount()) / maxLayersPerPass);
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}
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void TerrainMaterial::Profile::updateParams(const Ogre::MaterialPtr& mat, const Ogre::Terrain* terrain)
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{
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}
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@ -72,6 +72,9 @@ namespace MWRender
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private:
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sh::MaterialInstance* mMaterial;
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int getRequiredPasses (const Ogre::Terrain* terrain);
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int getMaxLayersPerPass (const Ogre::Terrain* terrain);
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bool mGlobalColourMap;
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};
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@ -45,8 +45,7 @@
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// use alpha channel of the first texture
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float alpha = shSample(texture1, UV).a;
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// discard if alpha is less than 0.5
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if (alpha < 1.0)
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if (alpha < 0.5)
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discard;
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#endif
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@ -1,6 +1,6 @@
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#include "core.h"
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#define IS_FIRST_PASS 1
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#define IS_FIRST_PASS (@shPropertyString(pass_index) == 0)
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#define FOG @shGlobalSettingBool(fog)
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@ -23,6 +23,9 @@
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#define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix)
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#if !IS_FIRST_PASS
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// This is not the first pass.
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#endif
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#if NEED_DEPTH
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@shAllocatePassthrough(1, depth)
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@ -223,6 +226,10 @@
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#endif
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#if !IS_FIRST_PASS
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float combinedAlpha = 0.f;
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#endif
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// Layer calculations
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@shForeach(@shPropertyString(num_blendmaps))
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float4 blendValues@shIterator = shSample(blendMap@shIterator, UV);
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@ -232,12 +239,20 @@
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@shForeach(@shPropertyString(num_layers))
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#if IS_FIRST_PASS == 1 && @shIterator == 0
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// first layer of first pass doesn't need a blend map
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#if IS_FIRST_PASS
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#if @shIterator == 0
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// first layer of first pass is the base layer and doesn't need a blend map
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albedo = shSample(diffuseMap0, UV * 10).rgb;
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#else
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#else
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albedo = shLerp(albedo, shSample(diffuseMap@shIterator, UV * 10).rgb, blendValues@shPropertyString(blendmap_component_@shIterator));
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#endif
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#else
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#if @shIterator == 0
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albedo = shSample(diffuseMap@shIterator, UV * 10).rgb, blendValues@shPropertyString(blendmap_component_@shIterator);
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#else
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albedo = shLerp(albedo, shSample(diffuseMap@shIterator, UV * 10).rgb, blendValues@shPropertyString(blendmap_component_@shIterator));
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#endif
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combinedAlpha += blendValues@shPropertyString(blendmap_component_@shIterator);
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#endif
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@shEndForeach
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@ -325,6 +340,12 @@
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// prevent negative colour output (for example with negative lights)
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shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
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#if IS_FIRST_PASS
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shOutputColour(0).a = 1;
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#else
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shOutputColour(0).a = min(combinedAlpha, 1.f);
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#endif
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}
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#endif
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