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208 lines
7.6 KiB
C++
208 lines
7.6 KiB
C++
#include "material.hpp"
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#include <iostream>
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#include <stdexcept>
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#include <osg/Depth>
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#include <osg/TexEnvCombine>
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#include <osg/Texture2D>
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#include <osg/TexMat>
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#include <osg/Material>
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#include <components/shader/shadermanager.hpp>
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namespace Terrain
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{
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osg::ref_ptr<osg::TexMat> getBlendmapTexMat(int blendmapScale)
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{
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static std::map<int, osg::ref_ptr<osg::TexMat> > texMatMap;
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osg::ref_ptr<osg::TexMat> texMat = texMatMap[blendmapScale];
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if (!texMat)
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{
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texMat = new osg::TexMat;
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osg::Matrixf matrix;
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float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
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matrix.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
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matrix.preMultScale(osg::Vec3f(scale, scale, 1.f));
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matrix.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
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texMatMap[blendmapScale] = texMat;
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}
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return texMat;
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}
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osg::ref_ptr<osg::TexMat> getLayerTexMat(float layerTileSize)
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{
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static std::map<float, osg::ref_ptr<osg::TexMat> > texMatMap;
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osg::ref_ptr<osg::TexMat> texMat = texMatMap[layerTileSize];
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if (!texMat)
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{
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texMat = new osg::TexMat;
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texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
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texMatMap[layerTileSize] = texMat;
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}
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return texMat;
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}
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osg::ref_ptr<osg::Depth> getEqualDepth()
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{
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static osg::ref_ptr<osg::Depth> depth;
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if (!depth)
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{
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depth = new osg::Depth;
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depth->setFunction(osg::Depth::EQUAL);
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}
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return depth;
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}
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FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<TextureLayer>& layers,
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const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
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{
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bool firstLayer = true;
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int i=0;
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for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
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{
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osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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if (!firstLayer)
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{
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
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}
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int texunit = 0;
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if(!firstLayer)
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{
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osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);
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stateset->setTextureAttributeAndModes(texunit, blendmap.get());
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// This is to map corner vertices directly to the center of a blendmap texel.
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stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
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static osg::ref_ptr<osg::TexEnvCombine> texEnvCombine;
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if (!texEnvCombine)
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{
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texEnvCombine = new osg::TexEnvCombine;
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texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
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texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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}
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stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON);
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++texunit;
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}
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// Add the actual layer texture multiplied by the alpha map.
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osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
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stateset->setTextureAttributeAndModes(texunit, tex.get());
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stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
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firstLayer = false;
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addPass(stateset);
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}
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}
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ShaderTechnique::ShaderTechnique(Shader::ShaderManager& shaderManager, bool forcePerPixelLighting, bool clampLighting, const std::vector<TextureLayer>& layers,
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const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
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{
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bool firstLayer = true;
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int i=0;
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for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
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{
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osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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if (!firstLayer)
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{
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
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}
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int texunit = 0;
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stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);
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stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
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stateset->addUniform(new osg::Uniform("diffuseMap", texunit));
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if(!firstLayer)
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{
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++texunit;
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osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);
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stateset->setTextureAttributeAndModes(texunit, blendmap.get());
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stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
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stateset->addUniform(new osg::Uniform("blendMap", texunit));
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}
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if (it->mNormalMap)
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{
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++texunit;
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stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
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stateset->addUniform(new osg::Uniform("normalMap", texunit));
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}
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Shader::ShaderManager::DefineMap defineMap;
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defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
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defineMap["clamp"] = clampLighting ? "1" : "0";
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defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
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defineMap["blendMap"] = !firstLayer ? "1" : "0";
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defineMap["colorMode"] = "2";
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defineMap["specularMap"] = it->mSpecular ? "1" : "0";
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defineMap["parallax"] = (it->mNormalMap && it->mParallax) ? "1" : "0";
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osg::ref_ptr<osg::Shader> vertexShader = shaderManager.getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
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osg::ref_ptr<osg::Shader> fragmentShader = shaderManager.getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
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if (!vertexShader || !fragmentShader)
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throw std::runtime_error("Unable to create shader");
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stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));
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firstLayer = false;
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addPass(stateset);
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}
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}
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Effect::Effect(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager* shaderManager, const std::vector<TextureLayer> &layers, const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps,
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int blendmapScale, float layerTileSize)
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: mShaderManager(shaderManager)
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, mUseShaders(useShaders)
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, mForcePerPixelLighting(forcePerPixelLighting)
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, mClampLighting(clampLighting)
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, mLayers(layers)
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, mBlendmaps(blendmaps)
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, mBlendmapScale(blendmapScale)
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, mLayerTileSize(layerTileSize)
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{
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selectTechnique(0);
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}
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bool Effect::define_techniques()
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{
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try
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{
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if (mUseShaders && mShaderManager)
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addTechnique(new ShaderTechnique(*mShaderManager, mForcePerPixelLighting, mClampLighting, mLayers, mBlendmaps, mBlendmapScale, mLayerTileSize));
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else
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addTechnique(new FixedFunctionTechnique(mLayers, mBlendmaps, mBlendmapScale, mLayerTileSize));
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}
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catch (std::exception& e)
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{
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std::cerr << "Error: " << e.what() << std::endl;
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addTechnique(new FixedFunctionTechnique(mLayers, mBlendmaps, mBlendmapScale, mLayerTileSize));
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}
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return true;
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}
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}
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