Merge remote branch 'scrawl/terrain18' into terrain
Conflicts: apps/openmw/CMakeLists.txt apps/openmw/mwrender/renderingmanager.hpp components/esm_store/cell_store.hppactorid
commit
2d2af4b28a
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#include <OgreTerrain.h>
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#include <OgreTerrainGroup.h>
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#include <boost/lexical_cast.hpp>
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#include "../mwworld/world.hpp"
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#include "terrainmaterial.hpp"
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#include "terrain.hpp"
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using namespace Ogre;
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namespace MWRender
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{
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//----------------------------------------------------------------------------------------------
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TerrainManager::TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& evn) :
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mEnvironment(evn), mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize))
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{
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TerrainMaterialGeneratorPtr matGen;
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TerrainMaterialGeneratorB* matGenP = new TerrainMaterialGeneratorB();
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matGen.bind(matGenP);
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mTerrainGlobals.setDefaultMaterialGenerator(matGen);
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TerrainMaterialGenerator::Profile* const activeProfile =
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mTerrainGlobals.getDefaultMaterialGenerator()
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->getActiveProfile();
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mActiveProfile = static_cast<TerrainMaterialGeneratorB::SM2Profile*>(activeProfile);
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//The pixel error should be as high as possible without it being noticed
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//as it governs how fast mesh quality decreases.
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mTerrainGlobals.setMaxPixelError(8);
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mTerrainGlobals.setLayerBlendMapSize(32);
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mTerrainGlobals.setDefaultGlobalColourMapSize(65);
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//10 (default) didn't seem to be quite enough
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mTerrainGlobals.setSkirtSize(128);
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//due to the sudden flick between composite and non composite textures,
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//this seemed the distance where it wasn't too noticeable
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mTerrainGlobals.setCompositeMapDistance(mWorldSize*2);
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mActiveProfile->setLightmapEnabled(false);
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mActiveProfile->setLayerSpecularMappingEnabled(false);
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mActiveProfile->setLayerNormalMappingEnabled(false);
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mActiveProfile->setLayerParallaxMappingEnabled(false);
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mActiveProfile->setReceiveDynamicShadowsEnabled(false);
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//composite maps lead to a drastic reduction in loading time so are
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//disabled
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mActiveProfile->setCompositeMapEnabled(false);
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mTerrainGroup.setOrigin(Vector3(mWorldSize/2,
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0,
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-mWorldSize/2));
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Terrain::ImportData& importSettings = mTerrainGroup.getDefaultImportSettings();
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importSettings.inputBias = 0;
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importSettings.terrainSize = mLandSize;
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importSettings.worldSize = mWorldSize;
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importSettings.minBatchSize = 9;
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importSettings.maxBatchSize = mLandSize;
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importSettings.deleteInputData = true;
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}
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//----------------------------------------------------------------------------------------------
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TerrainManager::~TerrainManager()
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{
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::setDiffuse(const ColourValue& diffuse)
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{
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mTerrainGlobals.setCompositeMapDiffuse(diffuse);
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::setAmbient(const ColourValue& ambient)
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{
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mTerrainGlobals.setCompositeMapAmbient(ambient);
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::cellAdded(MWWorld::Ptr::CellStore *store)
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{
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const int cellX = store->cell->getGridX();
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const int cellY = store->cell->getGridY();
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ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
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if ( land != NULL )
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{
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land->loadData();
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}
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//split the cell terrain into four segments
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const int numTextures = ESM::Land::LAND_TEXTURE_SIZE/2;
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for ( int x = 0; x < 2; x++ )
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{
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for ( int y = 0; y < 2; y++ )
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{
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Terrain::ImportData terrainData =
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mTerrainGroup.getDefaultImportSettings();
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const int terrainX = cellX * 2 + x;
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const int terrainY = cellY * 2 + y;
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//it makes far more sense to reallocate the memory here,
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//and let Ogre deal with it due to the issues with deleting
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//it at the wrong time if using threads (Which Terrain does)
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terrainData.inputFloat = OGRE_ALLOC_T(float,
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mLandSize*mLandSize,
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MEMCATEGORY_GEOMETRY);
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if ( land != NULL )
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{
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//copy the height data row by row
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for ( int terrainCopyY = 0; terrainCopyY < mLandSize; terrainCopyY++ )
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{
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//the offset of the current segment
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const size_t yOffset = y * (mLandSize-1) * ESM::Land::LAND_SIZE +
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//offset of the row
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terrainCopyY * ESM::Land::LAND_SIZE;
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const size_t xOffset = x * (mLandSize-1);
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memcpy(&terrainData.inputFloat[terrainCopyY*mLandSize],
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&land->landData->heights[yOffset + xOffset],
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mLandSize*sizeof(float));
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}
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}
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else
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{
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memset(terrainData.inputFloat, 0, mLandSize*mLandSize*sizeof(float));
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}
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std::map<uint16_t, int> indexes;
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initTerrainTextures(&terrainData, cellX, cellY,
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x * numTextures, y * numTextures,
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numTextures, indexes);
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if (mTerrainGroup.getTerrain(terrainX, terrainY) == NULL)
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{
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mTerrainGroup.defineTerrain(terrainX, terrainY, &terrainData);
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mTerrainGroup.loadTerrain(terrainX, terrainY, true);
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Terrain* terrain = mTerrainGroup.getTerrain(terrainX, terrainY);
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initTerrainBlendMaps(terrain,
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cellX, cellY,
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x * numTextures, y * numTextures,
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numTextures,
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indexes);
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if ( land->landData->usingColours )
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{
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// disable or enable global colour map (depends on available vertex colours)
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mActiveProfile->setGlobalColourMapEnabled(true);
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TexturePtr vertex = getVertexColours(land,
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cellX, cellY,
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x*(mLandSize-1),
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y*(mLandSize-1),
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mLandSize);
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//this is a hack to get around the fact that Ogre seems to
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//corrupt the global colour map leading to rendering errors
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MaterialPtr mat = terrain->getMaterial();
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mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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//mat = terrain->_getCompositeMapMaterial();
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//mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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}
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else
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{
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mActiveProfile->setGlobalColourMapEnabled(false);
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}
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}
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}
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}
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mTerrainGroup.freeTemporaryResources();
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::cellRemoved(MWWorld::Ptr::CellStore *store)
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{
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for ( int x = 0; x < 2; x++ )
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{
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for ( int y = 0; y < 2; y++ )
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{
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mTerrainGroup.unloadTerrain(store->cell->getGridX() * 2 + x,
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store->cell->getGridY() * 2 + y);
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}
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}
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::initTerrainTextures(Terrain::ImportData* terrainData,
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int cellX, int cellY,
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int fromX, int fromY, int size,
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std::map<uint16_t, int>& indexes)
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{
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assert(terrainData != NULL && "Must have valid terrain data");
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assert(fromX >= 0 && fromY >= 0 &&
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"Can't get a terrain texture on terrain outside the current cell");
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assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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"Can't get a terrain texture on terrain outside the current cell");
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//this ensures that the ltex indexes are sorted (or retrived as sorted
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//which simplifies shading between cells).
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//
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//If we don't sort the ltex indexes, the splatting order may differ between
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//cells which may lead to inconsistent results when shading between cells
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std::set<uint16_t> ltexIndexes;
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for ( int y = fromY - 1; y < fromY + size + 1; y++ )
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{
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for ( int x = fromX - 1; x < fromX + size + 1; x++ )
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{
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ltexIndexes.insert(getLtexIndexAt(cellX, cellY, x, y));
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}
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}
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//there is one texture that we want to use as a base (i.e. it won't have
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//a blend map). This holds the ltex index of that base texture so that
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//we know not to include it in the output map
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int baseTexture = -1;
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for ( std::set<uint16_t>::iterator iter = ltexIndexes.begin();
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iter != ltexIndexes.end();
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++iter )
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{
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const uint16_t ltexIndex = *iter;
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//this is the base texture, so we can ignore this at present
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if ( ltexIndex == baseTexture )
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{
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continue;
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}
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const std::map<uint16_t, int>::const_iterator it = indexes.find(ltexIndex);
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if ( it == indexes.end() )
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{
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//NB: All vtex ids are +1 compared to the ltex ids
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assert( (int)mEnvironment.mWorld->getStore().landTexts.getSize() >= (int)ltexIndex - 1 &&
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"LAND.VTEX must be within the bounds of the LTEX array");
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std::string texture;
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if ( ltexIndex == 0 )
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{
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texture = "_land_default.dds";
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}
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else
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{
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texture = mEnvironment.mWorld->getStore().landTexts.search(ltexIndex-1)->texture;
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//TODO this is needed due to MWs messed up texture handling
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texture = texture.substr(0, texture.rfind(".")) + ".dds";
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}
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const size_t position = terrainData->layerList.size();
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terrainData->layerList.push_back(Terrain::LayerInstance());
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terrainData->layerList[position].worldSize = 256;
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terrainData->layerList[position].textureNames.push_back("textures\\" + texture);
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if ( baseTexture == -1 )
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{
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baseTexture = ltexIndex;
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}
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else
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{
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indexes[ltexIndex] = position;
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}
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}
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}
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::initTerrainBlendMaps(Terrain* terrain,
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int cellX, int cellY,
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int fromX, int fromY, int size,
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const std::map<uint16_t, int>& indexes)
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{
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assert(terrain != NULL && "Must have valid terrain");
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assert(fromX >= 0 && fromY >= 0 &&
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"Can't get a terrain texture on terrain outside the current cell");
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assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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"Can't get a terrain texture on terrain outside the current cell");
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//size must be a power of 2 as we do divisions with a power of 2 number
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//that need to result in an integer for correct splatting
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assert( (size & (size - 1)) == 0 && "Size must be a power of 2");
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const int blendMapSize = terrain->getLayerBlendMapSize();
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const int splatSize = blendMapSize / size;
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//zero out every map
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std::map<uint16_t, int>::const_iterator iter;
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for ( iter = indexes.begin(); iter != indexes.end(); ++iter )
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{
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float* pBlend = terrain->getLayerBlendMap(iter->second)
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->getBlendPointer();
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memset(pBlend, 0, sizeof(float) * blendMapSize * blendMapSize);
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}
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//covert the ltex data into a set of blend maps
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for ( int texY = fromY - 1; texY < fromY + size + 1; texY++ )
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{
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for ( int texX = fromX - 1; texX < fromX + size + 1; texX++ )
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{
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const uint16_t ltexIndex = getLtexIndexAt(cellX, cellY, texX, texY);
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//check if it is the base texture (which isn't in the map) and
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//if it is don't bother altering the blend map for it
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if ( indexes.find(ltexIndex) == indexes.end() )
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{
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continue;
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}
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//while texX is the splat index relative to the entire cell,
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//relX is relative to the current segment we are splatting
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const int relX = texX - fromX;
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const int relY = texY - fromY;
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const int layerIndex = indexes.find(ltexIndex)->second;
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float* const pBlend = terrain->getLayerBlendMap(layerIndex)
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->getBlendPointer();
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for ( int y = -1; y < splatSize + 1; y++ )
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{
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for ( int x = -1; x < splatSize + 1; x++ )
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{
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//Note: Y is reversed
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const int splatY = blendMapSize - 1 - relY * splatSize - y;
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const int splatX = relX * splatSize + x;
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if ( splatX >= 0 && splatX < blendMapSize &&
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splatY >= 0 && splatY < blendMapSize )
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{
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const int index = (splatY)*blendMapSize + splatX;
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|
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|
if ( y >= 0 && y < splatSize &&
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|
x >= 0 && x < splatSize )
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{
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|
pBlend[index] = 1;
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}
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else
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{
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//this provides a transition shading but also
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//rounds off the corners slightly
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pBlend[index] = std::min(1.0f, pBlend[index] + 0.5f);
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|
}
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|
}
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|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
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|
}
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|
||||||
|
for ( int i = 1; i < terrain->getLayerCount(); i++ )
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||||||
|
{
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TerrainLayerBlendMap* blend = terrain->getLayerBlendMap(i);
|
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|
blend->dirty();
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|
blend->update();
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|
}
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||||||
|
}
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||||||
|
//----------------------------------------------------------------------------------------------
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|
|
||||||
|
int TerrainManager::getLtexIndexAt(int cellX, int cellY,
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|
int x, int y)
|
||||||
|
{
|
||||||
|
//check texture index falls within the 9 cell bounds
|
||||||
|
//as this function can't cope with anything above that
|
||||||
|
assert(x >= -ESM::Land::LAND_TEXTURE_SIZE &&
|
||||||
|
y >= -ESM::Land::LAND_TEXTURE_SIZE &&
|
||||||
|
"Trying to get land textures that are out of bounds");
|
||||||
|
|
||||||
|
assert(x < 2*ESM::Land::LAND_TEXTURE_SIZE &&
|
||||||
|
y < 2*ESM::Land::LAND_TEXTURE_SIZE &&
|
||||||
|
"Trying to get land textures that are out of bounds");
|
||||||
|
|
||||||
|
if ( x < 0 )
|
||||||
|
{
|
||||||
|
cellX--;
|
||||||
|
x += ESM::Land::LAND_TEXTURE_SIZE;
|
||||||
|
}
|
||||||
|
else if ( x >= ESM::Land::LAND_TEXTURE_SIZE )
|
||||||
|
{
|
||||||
|
cellX++;
|
||||||
|
x -= ESM::Land::LAND_TEXTURE_SIZE;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( y < 0 )
|
||||||
|
{
|
||||||
|
cellY--;
|
||||||
|
y += ESM::Land::LAND_TEXTURE_SIZE;
|
||||||
|
}
|
||||||
|
else if ( y >= ESM::Land::LAND_TEXTURE_SIZE )
|
||||||
|
{
|
||||||
|
cellY++;
|
||||||
|
y -= ESM::Land::LAND_TEXTURE_SIZE;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
|
||||||
|
if ( land != NULL )
|
||||||
|
{
|
||||||
|
land->loadData();
|
||||||
|
return land->landData
|
||||||
|
->textures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
TexturePtr TerrainManager::getVertexColours(ESM::Land* land,
|
||||||
|
int cellX, int cellY,
|
||||||
|
int fromX, int fromY, int size)
|
||||||
|
{
|
||||||
|
TextureManager* const texMgr = TextureManager::getSingletonPtr();
|
||||||
|
|
||||||
|
const std::string colourTextureName = "VtexColours_" +
|
||||||
|
boost::lexical_cast<std::string>(cellX) +
|
||||||
|
"_" +
|
||||||
|
boost::lexical_cast<std::string>(cellY) +
|
||||||
|
"_" +
|
||||||
|
boost::lexical_cast<std::string>(fromX) +
|
||||||
|
"_" +
|
||||||
|
boost::lexical_cast<std::string>(fromY);
|
||||||
|
|
||||||
|
TexturePtr tex = texMgr->getByName(colourTextureName);
|
||||||
|
if ( !tex.isNull() )
|
||||||
|
{
|
||||||
|
return tex;
|
||||||
|
}
|
||||||
|
|
||||||
|
tex = texMgr->createManual(colourTextureName,
|
||||||
|
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
|
||||||
|
TEX_TYPE_2D, size, size, 0, PF_BYTE_BGR);
|
||||||
|
|
||||||
|
HardwarePixelBufferSharedPtr pixelBuffer = tex->getBuffer();
|
||||||
|
|
||||||
|
pixelBuffer->lock(HardwareBuffer::HBL_DISCARD);
|
||||||
|
const PixelBox& pixelBox = pixelBuffer->getCurrentLock();
|
||||||
|
|
||||||
|
uint8* pDest = static_cast<uint8*>(pixelBox.data);
|
||||||
|
|
||||||
|
if ( land != NULL )
|
||||||
|
{
|
||||||
|
const char* const colours = land->landData->colours;
|
||||||
|
for ( int y = 0; y < size; y++ )
|
||||||
|
{
|
||||||
|
for ( int x = 0; x < size; x++ )
|
||||||
|
{
|
||||||
|
const size_t colourOffset = (y+fromY)*3*65 + (x+fromX)*3;
|
||||||
|
|
||||||
|
assert( colourOffset < 65*65*3 &&
|
||||||
|
"Colour offset is out of the expected bounds of record" );
|
||||||
|
|
||||||
|
const unsigned char r = colours[colourOffset + 0];
|
||||||
|
const unsigned char g = colours[colourOffset + 1];
|
||||||
|
const unsigned char b = colours[colourOffset + 2];
|
||||||
|
|
||||||
|
//as is the case elsewhere we need to flip the y
|
||||||
|
const size_t imageOffset = (size - 1 - y)*size*4 + x*4;
|
||||||
|
pDest[imageOffset + 0] = b;
|
||||||
|
pDest[imageOffset + 1] = g;
|
||||||
|
pDest[imageOffset + 2] = r;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
for ( int y = 0; y < size; y++ )
|
||||||
|
{
|
||||||
|
for ( int x = 0; x < size; x++ )
|
||||||
|
{
|
||||||
|
for ( int k = 0; k < 3; k++ )
|
||||||
|
{
|
||||||
|
*pDest++ = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pixelBuffer->unlock();
|
||||||
|
|
||||||
|
return tex;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
@ -0,0 +1,117 @@
|
|||||||
|
#ifndef _GAME_RENDER_TERRAIN_H
|
||||||
|
#define _GAME_RENDER_TERRAIN_H
|
||||||
|
|
||||||
|
#include <OgreTerrain.h>
|
||||||
|
#include <OgreTerrainGroup.h>
|
||||||
|
#include "terrainmaterial.hpp"
|
||||||
|
|
||||||
|
#include "../mwworld/ptr.hpp"
|
||||||
|
|
||||||
|
namespace Ogre{
|
||||||
|
class SceneManager;
|
||||||
|
class TerrainGroup;
|
||||||
|
class TerrainGlobalOptions;
|
||||||
|
class Terrain;
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace MWRender{
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Implements the Morrowind terrain using the Ogre Terrain Component
|
||||||
|
*
|
||||||
|
* Each terrain cell is split into four blocks as this leads to an increase
|
||||||
|
* in performance and means we don't hit splat limits quite as much
|
||||||
|
*/
|
||||||
|
class TerrainManager{
|
||||||
|
public:
|
||||||
|
TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& env);
|
||||||
|
virtual ~TerrainManager();
|
||||||
|
|
||||||
|
void setDiffuse(const Ogre::ColourValue& diffuse);
|
||||||
|
void setAmbient(const Ogre::ColourValue& ambient);
|
||||||
|
|
||||||
|
void cellAdded(MWWorld::Ptr::CellStore* store);
|
||||||
|
void cellRemoved(MWWorld::Ptr::CellStore* store);
|
||||||
|
private:
|
||||||
|
Ogre::TerrainGlobalOptions mTerrainGlobals;
|
||||||
|
Ogre::TerrainGroup mTerrainGroup;
|
||||||
|
|
||||||
|
const MWWorld::Environment& mEnvironment;
|
||||||
|
|
||||||
|
Ogre::TerrainMaterialGeneratorB::SM2Profile* mActiveProfile;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The length in verticies of a single terrain block.
|
||||||
|
*/
|
||||||
|
static const int mLandSize = (ESM::Land::LAND_SIZE - 1)/2 + 1;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The length in game units of a single terrain block.
|
||||||
|
*/
|
||||||
|
static const int mWorldSize = ESM::Land::REAL_SIZE/2;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Setups up the list of textures for part of a cell, using indexes as
|
||||||
|
* an output to create a mapping of MW LtexIndex to the relevant terrain
|
||||||
|
* layer
|
||||||
|
*
|
||||||
|
* @param terrainData the terrain data to setup the textures for
|
||||||
|
* @param cellX the coord of the cell
|
||||||
|
* @param cellY the coord of the cell
|
||||||
|
* @param fromX the ltex index in the current cell to start making the texture from
|
||||||
|
* @param fromY the ltex index in the current cell to start making the texture from
|
||||||
|
* @param size the size (number of splats) to get
|
||||||
|
* @param indexes a mapping of ltex index to the terrain texture layer that
|
||||||
|
* can be used by initTerrainBlendMaps
|
||||||
|
*/
|
||||||
|
void initTerrainTextures(Ogre::Terrain::ImportData* terrainData,
|
||||||
|
int cellX, int cellY,
|
||||||
|
int fromX, int fromY, int size,
|
||||||
|
std::map<uint16_t, int>& indexes);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Creates the blend (splatting maps) for the given terrain from the ltex data.
|
||||||
|
*
|
||||||
|
* @param terrain the terrain object for the current cell
|
||||||
|
* @param cellX the coord of the cell
|
||||||
|
* @param cellY the coord of the cell
|
||||||
|
* @param fromX the ltex index in the current cell to start making the texture from
|
||||||
|
* @param fromY the ltex index in the current cell to start making the texture from
|
||||||
|
* @param size the size (number of splats) to get
|
||||||
|
* @param indexes the mapping of ltex to blend map produced by initTerrainTextures
|
||||||
|
*/
|
||||||
|
void initTerrainBlendMaps(Ogre::Terrain* terrain,
|
||||||
|
int cellX, int cellY,
|
||||||
|
int fromX, int fromY, int size,
|
||||||
|
const std::map<uint16_t, int>& indexes);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Gets a LTEX index at the given point, assuming the current cell
|
||||||
|
* starts at (0,0). This supports getting values from the surrounding
|
||||||
|
* cells so negative x, y is acceptable
|
||||||
|
*
|
||||||
|
* @param cellX the coord of the cell
|
||||||
|
* @param cellY the coord of the cell
|
||||||
|
* @param x, y the splat position of the ltex index to get relative to the
|
||||||
|
* first splat of the current cell
|
||||||
|
*/
|
||||||
|
int getLtexIndexAt(int cellX, int cellY, int x, int y);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Due to the fact that Ogre terrain doesn't support vertex colours
|
||||||
|
* we have to generate them manually
|
||||||
|
*
|
||||||
|
* @param cellX the coord of the cell
|
||||||
|
* @param cellY the coord of the cell
|
||||||
|
* @param fromX the *vertex* index in the current cell to start making texture from
|
||||||
|
* @param fromY the *vertex* index in the current cell to start making the texture from
|
||||||
|
* @param size the size (number of vertexes) to get
|
||||||
|
*/
|
||||||
|
Ogre::TexturePtr getVertexColours(ESM::Land* land,
|
||||||
|
int cellX, int cellY,
|
||||||
|
int fromX, int fromY, int size);
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // _GAME_RENDER_TERRAIN_H
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,266 @@
|
|||||||
|
/*
|
||||||
|
-----------------------------------------------------------------------------
|
||||||
|
This source file is part of OGRE
|
||||||
|
(Object-oriented Graphics Rendering Engine)
|
||||||
|
For the latest info, see http://www.ogre3d.org/
|
||||||
|
|
||||||
|
Copyright (c) 2000-2011 Torus Knot Software Ltd
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||||
|
THE SOFTWARE.
|
||||||
|
-----------------------------------------------------------------------------
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef __Ogre_TerrainMaterialGeneratorB_H__
|
||||||
|
#define __Ogre_TerrainMaterialGeneratorB_H__
|
||||||
|
|
||||||
|
#include "OgreTerrainPrerequisites.h"
|
||||||
|
#include "OgreTerrainMaterialGenerator.h"
|
||||||
|
#include "OgreGpuProgramParams.h"
|
||||||
|
|
||||||
|
namespace Ogre
|
||||||
|
{
|
||||||
|
class PSSMShadowCameraSetup;
|
||||||
|
|
||||||
|
/** \addtogroup Optional Components
|
||||||
|
* @{
|
||||||
|
*/
|
||||||
|
/** \addtogroup Terrain
|
||||||
|
* Some details on the terrain component
|
||||||
|
* @{
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
/** A TerrainMaterialGenerator which can cope with normal mapped, specular mapped
|
||||||
|
terrain.
|
||||||
|
@note Requires the Cg plugin to render correctly
|
||||||
|
*/
|
||||||
|
class _OgreTerrainExport TerrainMaterialGeneratorB : public TerrainMaterialGenerator
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
TerrainMaterialGeneratorB();
|
||||||
|
~TerrainMaterialGeneratorB();
|
||||||
|
|
||||||
|
/** Shader model 2 profile target.
|
||||||
|
*/
|
||||||
|
class _OgreTerrainExport SM2Profile : public TerrainMaterialGenerator::Profile
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
SM2Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc);
|
||||||
|
~SM2Profile();
|
||||||
|
|
||||||
|
bool isVertexCompressionSupported() const {return false;}
|
||||||
|
|
||||||
|
MaterialPtr generate(const Terrain* terrain);
|
||||||
|
MaterialPtr generateForCompositeMap(const Terrain* terrain);
|
||||||
|
uint8 getMaxLayers(const Terrain* terrain) const;
|
||||||
|
void updateParams(const MaterialPtr& mat, const Terrain* terrain);
|
||||||
|
void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain);
|
||||||
|
void requestOptions(Terrain* terrain);
|
||||||
|
|
||||||
|
/** Whether to support normal mapping per layer in the shader (default true).
|
||||||
|
*/
|
||||||
|
bool isLayerNormalMappingEnabled() const { return mLayerNormalMappingEnabled; }
|
||||||
|
/** Whether to support normal mapping per layer in the shader (default true).
|
||||||
|
*/
|
||||||
|
void setLayerNormalMappingEnabled(bool enabled);
|
||||||
|
/** Whether to support parallax mapping per layer in the shader (default true).
|
||||||
|
*/
|
||||||
|
bool isLayerParallaxMappingEnabled() const { return mLayerParallaxMappingEnabled; }
|
||||||
|
/** Whether to support parallax mapping per layer in the shader (default true).
|
||||||
|
*/
|
||||||
|
void setLayerParallaxMappingEnabled(bool enabled);
|
||||||
|
/** Whether to support specular mapping per layer in the shader (default true).
|
||||||
|
*/
|
||||||
|
bool isLayerSpecularMappingEnabled() const { return mLayerSpecularMappingEnabled; }
|
||||||
|
/** Whether to support specular mapping per layer in the shader (default true).
|
||||||
|
*/
|
||||||
|
void setLayerSpecularMappingEnabled(bool enabled);
|
||||||
|
/** Whether to support a global colour map over the terrain in the shader,
|
||||||
|
if it's present (default true).
|
||||||
|
*/
|
||||||
|
bool isGlobalColourMapEnabled() const { return mGlobalColourMapEnabled; }
|
||||||
|
/** Whether to support a global colour map over the terrain in the shader,
|
||||||
|
if it's present (default true).
|
||||||
|
*/
|
||||||
|
void setGlobalColourMapEnabled(bool enabled);
|
||||||
|
/** Whether to support a light map over the terrain in the shader,
|
||||||
|
if it's present (default true).
|
||||||
|
*/
|
||||||
|
bool isLightmapEnabled() const { return mLightmapEnabled; }
|
||||||
|
/** Whether to support a light map over the terrain in the shader,
|
||||||
|
if it's present (default true).
|
||||||
|
*/
|
||||||
|
void setLightmapEnabled(bool enabled);
|
||||||
|
/** Whether to use the composite map to provide a lower LOD technique
|
||||||
|
in the distance (default true).
|
||||||
|
*/
|
||||||
|
bool isCompositeMapEnabled() const { return mCompositeMapEnabled; }
|
||||||
|
/** Whether to use the composite map to provide a lower LOD technique
|
||||||
|
in the distance (default true).
|
||||||
|
*/
|
||||||
|
void setCompositeMapEnabled(bool enabled);
|
||||||
|
/** Whether to support dynamic texture shadows received from other
|
||||||
|
objects, on the terrain (default true).
|
||||||
|
*/
|
||||||
|
bool getReceiveDynamicShadowsEnabled() const { return mReceiveDynamicShadows; }
|
||||||
|
/** Whether to support dynamic texture shadows received from other
|
||||||
|
objects, on the terrain (default true).
|
||||||
|
*/
|
||||||
|
void setReceiveDynamicShadowsEnabled(bool enabled);
|
||||||
|
|
||||||
|
/** Whether to use PSSM support dynamic texture shadows, and if so the
|
||||||
|
settings to use (default 0).
|
||||||
|
*/
|
||||||
|
void setReceiveDynamicShadowsPSSM(PSSMShadowCameraSetup* pssmSettings);
|
||||||
|
/** Whether to use PSSM support dynamic texture shadows, and if so the
|
||||||
|
settings to use (default 0).
|
||||||
|
*/
|
||||||
|
PSSMShadowCameraSetup* getReceiveDynamicShadowsPSSM() const { return mPSSM; }
|
||||||
|
/** Whether to use depth shadows (default false).
|
||||||
|
*/
|
||||||
|
void setReceiveDynamicShadowsDepth(bool enabled);
|
||||||
|
/** Whether to use depth shadows (default false).
|
||||||
|
*/
|
||||||
|
bool getReceiveDynamicShadowsDepth() const { return mDepthShadows; }
|
||||||
|
/** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
|
||||||
|
*/
|
||||||
|
void setReceiveDynamicShadowsLowLod(bool enabled);
|
||||||
|
/** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
|
||||||
|
*/
|
||||||
|
bool getReceiveDynamicShadowsLowLod() const { return mLowLodShadows; }
|
||||||
|
|
||||||
|
int getNumberOfLightsSupported() const;
|
||||||
|
|
||||||
|
/// Internal
|
||||||
|
bool _isSM3Available() const { return mSM3Available; }
|
||||||
|
|
||||||
|
protected:
|
||||||
|
|
||||||
|
enum TechniqueType
|
||||||
|
{
|
||||||
|
HIGH_LOD,
|
||||||
|
LOW_LOD,
|
||||||
|
RENDER_COMPOSITE_MAP
|
||||||
|
};
|
||||||
|
void addTechnique(const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt);
|
||||||
|
|
||||||
|
/// Interface definition for helper class to generate shaders
|
||||||
|
class _OgreTerrainExport ShaderHelper : public TerrainAlloc
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
ShaderHelper() {}
|
||||||
|
virtual ~ShaderHelper() {}
|
||||||
|
virtual HighLevelGpuProgramPtr generateVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
virtual HighLevelGpuProgramPtr generateFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
virtual void updateParams(const SM2Profile* prof, const MaterialPtr& mat, const Terrain* terrain, bool compositeMap);
|
||||||
|
protected:
|
||||||
|
virtual String getVertexProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
virtual String getFragmentProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
virtual HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
|
||||||
|
virtual HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
|
||||||
|
virtual void generateVertexProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
virtual void generateFragmentProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
virtual void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||||
|
virtual void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||||
|
virtual void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
|
||||||
|
virtual void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
|
||||||
|
virtual void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||||
|
virtual void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||||
|
virtual void defaultVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
|
||||||
|
virtual void defaultFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
|
||||||
|
virtual void updateVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
|
||||||
|
virtual void updateFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
|
||||||
|
static String getChannel(uint idx);
|
||||||
|
|
||||||
|
size_t mShadowSamplerStartHi;
|
||||||
|
size_t mShadowSamplerStartLo;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
/// Utility class to help with generating shaders for Cg / HLSL.
|
||||||
|
class _OgreTerrainExport ShaderHelperCg : public ShaderHelper
|
||||||
|
{
|
||||||
|
protected:
|
||||||
|
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
|
||||||
|
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
|
||||||
|
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
void generateFpDynamicShadowsHelpers(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||||
|
};
|
||||||
|
|
||||||
|
class _OgreTerrainExport ShaderHelperHLSL : public ShaderHelperCg
|
||||||
|
{
|
||||||
|
protected:
|
||||||
|
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
};
|
||||||
|
|
||||||
|
/// Utility class to help with generating shaders for GLSL.
|
||||||
|
class _OgreTerrainExport ShaderHelperGLSL : public ShaderHelper
|
||||||
|
{
|
||||||
|
protected:
|
||||||
|
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||||
|
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||||
|
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||||
|
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) {}
|
||||||
|
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) {}
|
||||||
|
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||||
|
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||||
|
};
|
||||||
|
|
||||||
|
ShaderHelper* mShaderGen;
|
||||||
|
bool mLayerNormalMappingEnabled;
|
||||||
|
bool mLayerParallaxMappingEnabled;
|
||||||
|
bool mLayerSpecularMappingEnabled;
|
||||||
|
bool mGlobalColourMapEnabled;
|
||||||
|
bool mLightmapEnabled;
|
||||||
|
bool mCompositeMapEnabled;
|
||||||
|
bool mReceiveDynamicShadows;
|
||||||
|
PSSMShadowCameraSetup* mPSSM;
|
||||||
|
bool mDepthShadows;
|
||||||
|
bool mLowLodShadows;
|
||||||
|
bool mSM3Available;
|
||||||
|
|
||||||
|
bool isShadowingEnabled(TechniqueType tt, const Terrain* terrain) const;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/** @} */
|
||||||
|
/** @} */
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
Loading…
Reference in New Issue