#include "material.hpp" #include <osg/Depth> #include <osg/TexEnvCombine> #include <osg/Texture2D> #include <osg/TexMat> #include <osg/Material> #include <osg/TexEnvCombine> namespace Terrain { FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<osg::ref_ptr<osg::Texture2D> >& layers, const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps) { bool firstLayer = true; int i=0; for (std::vector<osg::ref_ptr<osg::Texture2D> >::const_iterator it = layers.begin(); it != layers.end(); ++it) { osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet); if (!firstLayer) { stateset->setMode(GL_BLEND, osg::StateAttribute::ON); osg::ref_ptr<osg::Depth> depth (new osg::Depth); depth->setFunction(osg::Depth::EQUAL); stateset->setAttributeAndModes(depth, osg::StateAttribute::ON); } int texunit = 0; if(!firstLayer) { osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++); stateset->setTextureAttributeAndModes(texunit, blendmap.get()); // This is to map corner vertices directly to the center of a blendmap texel. osg::Matrixf texMat; float scale = (16/(16.f+1.f)); texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f)); texMat.preMultScale(osg::Vec3f(scale, scale, 1.f)); texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f)); stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat)); osg::ref_ptr<osg::TexEnvCombine> texEnvCombine (new osg::TexEnvCombine); texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE); texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS); stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON); ++texunit; } // Add the actual layer texture multiplied by the alpha map. osg::ref_ptr<osg::Texture2D> tex = *it; stateset->setTextureAttributeAndModes(texunit, tex.get()); osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat); float scale = 16.f; texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(scale,scale,1.f))); stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON); firstLayer = false; addPass(stateset); } } Effect::Effect(const std::vector<osg::ref_ptr<osg::Texture2D> > &layers, const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps) : mLayers(layers) , mBlendmaps(blendmaps) { osg::ref_ptr<osg::Material> material (new osg::Material); material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE); getOrCreateStateSet()->setAttributeAndModes(material, osg::StateAttribute::ON); selectTechnique(0); } bool Effect::define_techniques() { addTechnique(new FixedFunctionTechnique(mLayers, mBlendmaps)); return true; } }