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openmw-tes3mp/components/terrain/material.cpp

199 lines
7.8 KiB
C++

#include "material.hpp"
#include <stdexcept>
#include <osg/Fog>
#include <osg/Depth>
#include <osg/TexEnvCombine>
#include <osg/Texture2D>
#include <osg/TexMat>
#include <osg/Material>
#include <osg/BlendFunc>
#include <components/shader/shadermanager.hpp>
namespace Terrain
{
osg::ref_ptr<osg::TexMat> getBlendmapTexMat(int blendmapScale)
{
static std::map<int, osg::ref_ptr<osg::TexMat> > texMatMap;
osg::ref_ptr<osg::TexMat> texMat = texMatMap[blendmapScale];
if (!texMat)
{
osg::Matrixf matrix;
float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
matrix.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
matrix.preMultScale(osg::Vec3f(scale, scale, 1.f));
matrix.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
// We need to nudge the blendmap to look like vanilla.
// This causes visible seams unless the blendmap's resolution is doubled, but Vanilla also doubles the blendmap, apparently.
matrix.preMultTranslate(osg::Vec3f(1.0f/blendmapScale/4.0f, 1.0f/blendmapScale/4.0f, 0.f));
texMat = new osg::TexMat(matrix);
texMatMap[blendmapScale] = texMat;
}
return texMat;
}
osg::ref_ptr<osg::TexMat> getLayerTexMat(float layerTileSize)
{
static std::map<float, osg::ref_ptr<osg::TexMat> > texMatMap;
osg::ref_ptr<osg::TexMat> texMat = texMatMap[layerTileSize];
if (!texMat)
{
texMat = new osg::TexMat(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
texMatMap[layerTileSize] = texMat;
}
return texMat;
}
osg::ref_ptr<osg::Depth> getEqualDepth()
{
static osg::ref_ptr<osg::Depth> depth;
if (!depth)
{
depth = new osg::Depth;
depth->setFunction(osg::Depth::EQUAL);
}
return depth;
}
osg::ref_ptr<osg::Depth> getLequalDepth()
{
static osg::ref_ptr<osg::Depth> depth;
if (!depth)
{
depth = new osg::Depth;
depth->setFunction(osg::Depth::LEQUAL);
}
return depth;
}
std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager* shaderManager, const std::vector<TextureLayer> &layers,
const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps, int blendmapScale, float layerTileSize)
{
std::vector<osg::ref_ptr<osg::StateSet> > passes;
unsigned int blendmapIndex = 0;
unsigned int passIndex = 0;
for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
{
bool firstLayer = (it == layers.begin());
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
if (!firstLayer)
{
static osg::ref_ptr<osg::BlendFunc> blendFunc;
if (!blendFunc)
{
blendFunc= new osg::BlendFunc();
blendFunc->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
}
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setAttributeAndModes(blendFunc, osg::StateAttribute::ON);
stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
}
// disable fog if we're the first layer of several - supposed to be completely black
if (firstLayer && blendmaps.size() > 0)
{
osg::ref_ptr<osg::Fog> fog (new osg::Fog);
fog->setStart(10000000);
fog->setEnd(10000000);
stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
stateset->setAttributeAndModes(getLequalDepth(), osg::StateAttribute::ON);
}
int texunit = 0;
if (useShaders)
{
stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);
if (layerTileSize != 1.f)
stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("diffuseMap", texunit));
if(!firstLayer)
{
++texunit;
osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
stateset->setTextureAttributeAndModes(texunit, blendmap.get());
stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
stateset->addUniform(new osg::Uniform("blendMap", texunit));
}
if (it->mNormalMap)
{
++texunit;
stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
stateset->addUniform(new osg::Uniform("normalMap", texunit));
}
Shader::ShaderManager::DefineMap defineMap;
defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
defineMap["clamp"] = clampLighting ? "1" : "0";
defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
defineMap["blendMap"] = !firstLayer ? "1" : "0";
defineMap["colorMode"] = "2";
defineMap["specularMap"] = it->mSpecular ? "1" : "0";
defineMap["parallax"] = (it->mNormalMap && it->mParallax) ? "1" : "0";
osg::ref_ptr<osg::Shader> vertexShader = shaderManager->getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
osg::ref_ptr<osg::Shader> fragmentShader = shaderManager->getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
if (!vertexShader || !fragmentShader)
{
// Try again without shader. Error already logged by above
return createPasses(false, forcePerPixelLighting, clampLighting, shaderManager, layers, blendmaps, blendmapScale, layerTileSize);
}
stateset->setAttributeAndModes(shaderManager->getProgram(vertexShader, fragmentShader));
}
else
{
if(!firstLayer)
{
osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
stateset->setTextureAttributeAndModes(texunit, blendmap.get());
// This is to map corner vertices directly to the center of a blendmap texel.
stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
static osg::ref_ptr<osg::TexEnvCombine> texEnvCombine;
if (!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->mDiffuseMap;
stateset->setTextureAttributeAndModes(texunit, tex.get());
if (layerTileSize != 1.f)
stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
}
stateset->setRenderBinDetails(passIndex++, "RenderBin");
passes.push_back(stateset);
}
return passes;
}
}