terrain albedo

actorid
scrawl 13 years ago
parent d41050fb79
commit 93c641efa7

@ -4,6 +4,21 @@
#include <extern/shiny/Main/Factory.hpp> #include <extern/shiny/Main/Factory.hpp>
namespace
{
Ogre::String getComponent (int num)
{
if (num == 0)
return "x";
else if (num == 1)
return "y";
else if (num == 2)
return "z";
else
return "w";
}
}
namespace MWRender namespace MWRender
{ {
@ -54,7 +69,7 @@ namespace MWRender
mMaterial->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false))); mMaterial->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
createPass(); createPass(0, terrain);
return Ogre::MaterialManager::getSingleton().getByName(matName); return Ogre::MaterialManager::getSingleton().getByName(matName);
} }
@ -72,10 +87,10 @@ namespace MWRender
int TerrainMaterial::Profile::getLayersPerPass () const int TerrainMaterial::Profile::getLayersPerPass () const
{ {
return 10; return 12;
} }
void TerrainMaterial::Profile::createPass (int index) void TerrainMaterial::Profile::createPass (int index, const Ogre::Terrain* terrain)
{ {
int layerOffset = index * getLayersPerPass(); int layerOffset = index * getLayersPerPass();
@ -86,8 +101,41 @@ namespace MWRender
p->mShaderProperties.setProperty ("colour_map", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(mGlobalColourMap))); p->mShaderProperties.setProperty ("colour_map", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(mGlobalColourMap)));
// global colour map
sh::MaterialInstanceTextureUnit* colourMap = p->createTextureUnit ("colourMap"); sh::MaterialInstanceTextureUnit* colourMap = p->createTextureUnit ("colourMap");
colourMap->setProperty ("texture_alias", sh::makeProperty(mMaterial->getName() + "_colourMap")); colourMap->setProperty ("texture_alias", sh::makeProperty<sh::StringValue> (new sh::StringValue(mMaterial->getName() + "_colourMap")));
colourMap->setProperty ("tex_address_mode", sh::makeProperty<sh::StringValue> (new sh::StringValue("clamp")));
// global normal map
sh::MaterialInstanceTextureUnit* normalMap = p->createTextureUnit ("normalMap");
normalMap->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getTerrainNormalMap ()->getName())));
normalMap->setProperty ("tex_address_mode", sh::makeProperty<sh::StringValue> (new sh::StringValue("clamp")));
uint maxLayers = getMaxLayers(terrain);
uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
p->mShaderProperties.setProperty ("num_layers", sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(numLayers))));
p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
// blend maps
for (uint i = 0; i < numBlendTextures; ++i)
{
sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
blendTex->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getBlendTextureName(i))));
blendTex->setProperty ("tex_address_mode", sh::makeProperty<sh::StringValue> (new sh::StringValue("clamp")));
}
// layer maps
for (uint i = 0; i < numLayers; ++i)
{
sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
diffuseTex->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getLayerTextureName(i, 0))));
p->mShaderProperties.setProperty ("blendmap_index_" + Ogre::StringConverter::toString(i),
sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(int((i-1) / 4)))));
p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
sh::makeProperty<sh::StringValue>(new sh::StringValue(getComponent(int((i-1) % 4)))));
}
} }
Ogre::MaterialPtr TerrainMaterial::Profile::generateForCompositeMap(const Ogre::Terrain* terrain) Ogre::MaterialPtr TerrainMaterial::Profile::generateForCompositeMap(const Ogre::Terrain* terrain)
@ -111,7 +159,7 @@ namespace MWRender
void TerrainMaterial::Profile::requestOptions(Ogre::Terrain* terrain) void TerrainMaterial::Profile::requestOptions(Ogre::Terrain* terrain)
{ {
terrain->_setMorphRequired(true); terrain->_setMorphRequired(true);
terrain->_setNormalMapRequired(false); terrain->_setNormalMapRequired(true); // global normal map
terrain->_setLightMapRequired(false); terrain->_setLightMapRequired(false);
terrain->_setCompositeMapRequired(false); terrain->_setCompositeMapRequired(false);
} }

@ -73,7 +73,7 @@ namespace MWRender
bool mGlobalColourMap; bool mGlobalColourMap;
void createPass (int index=0); void createPass (int index, const Ogre::Terrain* terrain);
int getLayersPerPass () const; int getLayersPerPass () const;

2
extern/shiny vendored

@ -1 +1 @@
Subproject commit 5cf02ac0c39115fcf7f69eea7a79c9c6ad7dbd71 Subproject commit a83d479c461feead0356946f841c2c474760f420

@ -5,6 +5,17 @@
#define COLOUR_MAP @shPropertyBool(colour_map) #define COLOUR_MAP @shPropertyBool(colour_map)
#define NUM_LAYERS @shPropertyString(num_layers)
#define COMPONENT_0 x
#define COMPONENT_1 y
#define COMPONENT_2 z
#define COMPONENT_3 w
#define IS_FIRST_PASS 1
@shAllocatePassthrough(1, depth) @shAllocatePassthrough(1, depth)
@shAllocatePassthrough(2, UV) @shAllocatePassthrough(2, UV)
@ -42,6 +53,16 @@
shSampler2D(colourMap) shSampler2D(colourMap)
#endif #endif
shSampler2D(normalMap) // global normal map
@shForeach(@shPropertyString(num_blendmaps))
shSampler2D(blendMap@shIterator)
@shEndForeach
@shForeach(@shPropertyString(num_layers))
shSampler2D(diffuseMap@shIterator)
@shEndForeach
#if FOG #if FOG
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour) shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params) shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
@ -62,12 +83,37 @@
float depth = @shPassthroughReceive(depth); float depth = @shPassthroughReceive(depth);
float2 UV = @shPassthroughReceive(UV); float2 UV = @shPassthroughReceive(UV);
shOutputColour(0) = float4(1,0,0,1); float3 normal = shSample(normalMap, UV).rgb * 2 - 1;
// fetch blendmaps
@shForeach(@shPropertyString(num_blendmaps))
float4 blendValues@shIterator = shSample(blendMap@shIterator, UV);
@shEndForeach
float blendAmount;
float3 albedo;
@shForeach(@shPropertyString(num_layers))
#if IS_FIRST_PASS == 1 && @shIterator == 0
// first layer of first pass doesn't need a blend map
albedo = shSample(diffuseMap0, UV * 5).rgb;
#else
blendAmount = blendValues@shPropertyString(blendmap_index_@shIterator).@shPropertyString(blendmap_component_@shIterator);
albedo += shSample(diffuseMap@shIterator, UV * 5).rgb * blendAmount;
#endif
@shEndForeach
shOutputColour(0) = float4(1,1,1,1);
#if COLOUR_MAP #if COLOUR_MAP
shOutputColour(0).rgb *= shSample(colourMap, UV).rgb; shOutputColour(0).rgb *= shSample(colourMap, UV).rgb;
#endif #endif
shOutputColour(0).rgb *= albedo;
#if FOG #if FOG
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w); float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue); shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);

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