forked from teamnwah/openmw-tes3coop
Fix a material issue, layers per pass wasn't entirely correct
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43313437dc
commit
5f7e6f7b10
3 changed files with 51 additions and 55 deletions
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@ -40,29 +40,6 @@ namespace Terrain
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}
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int MaterialGenerator::getMaxLayersPerPass ()
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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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// first layer doesn't need blendmap
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--freeTextureUnits;
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if (mSplitShadows)
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freeTextureUnits -= 3;
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else if (mShadows)
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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)) + 1;
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}
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int MaterialGenerator::getRequiredPasses ()
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{
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int maxLayersPerPass = getMaxLayersPerPass();
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return std::max(1.f, std::ceil(static_cast<float>(mLayerList.size()) / maxLayersPerPass));
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}
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Ogre::MaterialPtr MaterialGenerator::generate(Ogre::MaterialPtr mat)
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{
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return create(mat, false, false);
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@ -201,45 +178,64 @@ namespace Terrain
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else
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{
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int numPasses = getRequiredPasses();
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assert(numPasses);
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int maxLayersInOnePass = getMaxLayersPerPass();
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bool shadows = mShadows && !renderCompositeMap;
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for (int pass=0; pass<numPasses; ++pass)
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int layerOffset = 0;
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while (layerOffset < (int)mLayerList.size())
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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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int blendmapOffset = (layerOffset == 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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// Check how many layers we can fit in this pass
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int numLayersInThisPass = 0;
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int numBlendTextures = 0;
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std::vector<std::string> blendTextures;
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int remainingTextureUnits = OGRE_MAX_TEXTURE_LAYERS;
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if (shadows)
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remainingTextureUnits -= (mSplitShadows ? 3 : 1);
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while (remainingTextureUnits && layerOffset + numLayersInThisPass < (int)mLayerList.size())
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{
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int layerIndex = numLayersInThisPass + layerOffset;
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int neededTextureUnits=0;
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int neededBlendTextures=0;
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if (layerIndex != 0)
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{
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std::string blendTextureName = mBlendmapList[getBlendmapIndexForLayer(layerIndex)]->getName();
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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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++neededBlendTextures;
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++neededTextureUnits; // blend texture
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}
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}
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++neededTextureUnits; // layer texture
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if (neededTextureUnits <= remainingTextureUnits)
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{
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// We can fit another!
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remainingTextureUnits -= neededTextureUnits;
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numBlendTextures += neededBlendTextures;
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++numLayersInThisPass;
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}
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else
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break; // We're full
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}
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sh::MaterialInstancePass* p = material->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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if (layerOffset != 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 ("is_first_pass", sh::makeProperty(new sh::BooleanValue(pass == 0)));
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p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(renderCompositeMap)));
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p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(displayCompositeMap)));
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Ogre::uint numLayersInThisPass = std::min(maxLayersInOnePass, (int)mLayerList.size()-layerOffset);
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// a blend map might be shared between two passes
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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 = mBlendmapList[getBlendmapIndexForLayer(layerOffset+layer)]->getName();
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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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@ -250,7 +246,7 @@ namespace Terrain
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blendmapStart = 0;
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else
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blendmapStart = getBlendmapIndexForLayer(layerOffset+blendmapOffset);
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for (Ogre::uint i = 0; i < numBlendTextures; ++i)
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for (int 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 (new sh::StringValue(mBlendmapList[blendmapStart+i]->getName())));
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@ -258,7 +254,7 @@ namespace Terrain
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}
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// layer maps
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for (Ogre::uint i = 0; i < numLayersInThisPass; ++i)
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for (int 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 (new sh::StringValue("textures\\"+mLayerList[layerOffset+i])));
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@ -280,7 +276,7 @@ namespace Terrain
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}
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// shadow
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if (mShadows)
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if (shadows)
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{
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for (Ogre::uint i = 0; i < (mSplitShadows ? 3 : 1); ++i)
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{
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@ -292,7 +288,9 @@ namespace Terrain
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Ogre::StringConverter::toString(numBlendTextures + numLayersInThisPass))));
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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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p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(layerOffset)));
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layerOffset += numLayersInThisPass;
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}
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}
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}
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@ -43,10 +43,6 @@ namespace Terrain
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private:
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Ogre::MaterialPtr create (Ogre::MaterialPtr mat, bool renderCompositeMap, bool displayCompositeMap);
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int getRequiredPasses ();
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int getMaxLayersPerPass ();
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int mNumLayers;
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std::vector<std::string> mLayerList;
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std::vector<Ogre::TexturePtr> mBlendmapList;
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std::string mCompositeMap;
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@ -39,7 +39,6 @@
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#if LIGHTING
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@shAllocatePassthrough(3, lightResult)
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@shAllocatePassthrough(3, directionalResult)
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#endif
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#if SHADOWS
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@shAllocatePassthrough(4, lightSpacePos0)
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@ -49,6 +48,7 @@
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@shAllocatePassthrough(4, lightSpacePos@shIterator)
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@shEndForeach
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#endif
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#endif
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#ifdef SH_VERTEX_SHADER
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@ -200,6 +200,7 @@
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@shPassthroughFragmentInputs
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#if LIGHTING
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#if SHADOWS
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
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@ -215,6 +216,7 @@
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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#endif
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#if (UNDERWATER) || (FOG)
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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