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374 lines
19 KiB
C++
374 lines
19 KiB
C++
/*
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* Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "material.hpp"
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#include <OgreMaterialManager.h>
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#include <OgreTechnique.h>
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#include <OgrePass.h>
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#include <boost/functional/hash.hpp>
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#if TERRAIN_USE_SHADER
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#include <extern/shiny/Main/Factory.hpp>
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#endif
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namespace
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{
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int getBlendmapIndexForLayer (int layerIndex)
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{
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return static_cast<int>(std::floor((layerIndex - 1) / 4.f));
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}
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std::string getBlendmapComponentForLayer (int layerIndex)
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{
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int n = (layerIndex-1)%4;
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if (n == 0)
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return "x";
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if (n == 1)
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return "y";
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if (n == 2)
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return "z";
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else
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return "w";
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}
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}
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namespace Terrain
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{
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MaterialGenerator::MaterialGenerator()
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: mShaders(true)
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, mShadows(false)
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, mSplitShadows(false)
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, mNormalMapping(true)
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, mParallaxMapping(true)
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{
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}
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Ogre::MaterialPtr MaterialGenerator::generate()
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{
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assert(!mLayerList.empty() && "Can't create material with no layers");
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return create(false, false);
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}
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Ogre::MaterialPtr MaterialGenerator::generateForCompositeMapRTT()
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{
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assert(!mLayerList.empty() && "Can't create material with no layers");
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return create(true, false);
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}
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Ogre::MaterialPtr MaterialGenerator::generateForCompositeMap()
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{
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return create(false, true);
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}
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Ogre::MaterialPtr MaterialGenerator::create(bool renderCompositeMap, bool displayCompositeMap)
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{
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assert(!renderCompositeMap || !displayCompositeMap);
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static int count = 0;
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std::stringstream name;
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name << "terrain/mat" << count++;
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if (!mShaders)
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{
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Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().create(name.str(),
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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Ogre::Technique* technique = mat->getTechnique(0);
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technique->removeAllPasses();
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if (displayCompositeMap)
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{
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Ogre::Pass* pass = technique->createPass();
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pass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
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pass->createTextureUnitState(mCompositeMap)->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
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}
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else
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{
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assert(mLayerList.size() == mBlendmapList.size()+1);
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std::vector<Ogre::TexturePtr>::iterator blend = mBlendmapList.begin();
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for (std::vector<LayerInfo>::iterator layer = mLayerList.begin(); layer != mLayerList.end(); ++layer)
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{
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Ogre::Pass* pass = technique->createPass();
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pass->setLightingEnabled(false);
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pass->setVertexColourTracking(Ogre::TVC_NONE);
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// TODO: How to handle fog?
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pass->setFog(true, Ogre::FOG_NONE);
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bool first = (layer == mLayerList.begin());
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Ogre::TextureUnitState* tus;
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if (!first)
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{
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pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
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pass->setDepthFunction(Ogre::CMPF_EQUAL);
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tus = pass->createTextureUnitState((*blend)->getName());
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tus->setAlphaOperation(Ogre::LBX_BLEND_TEXTURE_ALPHA,
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Ogre::LBS_TEXTURE,
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Ogre::LBS_TEXTURE);
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tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
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Ogre::LBS_TEXTURE,
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Ogre::LBS_TEXTURE);
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tus->setIsAlpha(true);
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tus->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
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float scale = (16/(16.f+1.f));
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tus->setTextureScale(1.f/scale,1.f/scale);
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}
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// Add the actual layer texture on top of the alpha map.
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tus = pass->createTextureUnitState(layer->mDiffuseMap);
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if (!first)
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tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
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Ogre::LBS_TEXTURE,
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Ogre::LBS_CURRENT);
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tus->setTextureScale(1/16.f,1/16.f);
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if (!first)
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++blend;
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}
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if (!renderCompositeMap)
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{
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Ogre::Pass* lightingPass = technique->createPass();
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lightingPass->setSceneBlending(Ogre::SBT_MODULATE);
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lightingPass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
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lightingPass->setFog(true, Ogre::FOG_NONE);
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}
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}
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return mat;
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}
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#if TERRAIN_USE_SHADER
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else
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{
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sh::MaterialInstance* material = sh::Factory::getInstance().createMaterialInstance (name.str());
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material->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
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if (displayCompositeMap)
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{
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sh::MaterialInstancePass* p = material->createPass ();
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p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
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p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
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p->mShaderProperties.setProperty ("is_first_pass", sh::makeProperty(new sh::BooleanValue(true)));
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p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(false)));
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p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(true)));
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p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue("0")));
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p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue("0")));
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p->mShaderProperties.setProperty ("normal_map_enabled", sh::makeProperty (new sh::BooleanValue(false)));
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p->mShaderProperties.setProperty ("parallax_enabled", sh::makeProperty (new sh::BooleanValue(false)));
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p->mShaderProperties.setProperty ("normal_maps",
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sh::makeProperty (new sh::IntValue(0)));
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sh::MaterialInstanceTextureUnit* tex = p->createTextureUnit ("compositeMap");
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tex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mCompositeMap)));
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tex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
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// shadow. TODO: repeated, put in function
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if (mShadows)
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{
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for (int i = 0; i < (mSplitShadows ? 3 : 1); ++i)
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{
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sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
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shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
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}
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}
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p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
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Ogre::StringConverter::toString(1))));
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p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(0)));
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}
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else
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{
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bool shadows = mShadows && !renderCompositeMap;
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int layerOffset = 0;
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while (layerOffset < (int)mLayerList.size())
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{
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int blendmapOffset = (layerOffset == 0) ? 1 : 0; // the first layer of the first pass is the base layer and does not need a blend map
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// Check how many layers we can fit in this pass
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int numLayersInThisPass = 0;
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int numBlendTextures = 0;
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std::vector<std::string> blendTextures;
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int remainingTextureUnits = OGRE_MAX_TEXTURE_LAYERS;
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if (shadows)
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remainingTextureUnits -= (mSplitShadows ? 3 : 1);
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while (remainingTextureUnits && layerOffset + numLayersInThisPass < (int)mLayerList.size())
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{
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int layerIndex = numLayersInThisPass + layerOffset;
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int neededTextureUnits=0;
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int neededBlendTextures=0;
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if (layerIndex != 0)
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{
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std::string blendTextureName = mBlendmapList[getBlendmapIndexForLayer(layerIndex)]->getName();
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if (std::find(blendTextures.begin(), blendTextures.end(), blendTextureName) == blendTextures.end())
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{
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blendTextures.push_back(blendTextureName);
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++neededBlendTextures;
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++neededTextureUnits; // blend texture
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}
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}
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++neededTextureUnits; // layer texture
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// Check if this layer has a normal map
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if (mNormalMapping && !mLayerList[layerIndex].mNormalMap.empty() && !renderCompositeMap)
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++neededTextureUnits; // normal map
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if (neededTextureUnits <= remainingTextureUnits)
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{
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// We can fit another!
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remainingTextureUnits -= neededTextureUnits;
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numBlendTextures += neededBlendTextures;
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++numLayersInThisPass;
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}
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else
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break; // We're full
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}
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sh::MaterialInstancePass* p = material->createPass ();
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p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
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p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
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if (layerOffset != 0)
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{
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p->setProperty ("scene_blend", sh::makeProperty(new sh::StringValue("alpha_blend")));
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// Only write if depth is equal to the depth value written by the previous pass.
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p->setProperty ("depth_func", sh::makeProperty(new sh::StringValue("equal")));
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}
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p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(renderCompositeMap)));
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p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(displayCompositeMap)));
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p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numLayersInThisPass))));
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p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
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p->mShaderProperties.setProperty ("normal_map_enabled",
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sh::makeProperty (new sh::BooleanValue(false)));
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// blend maps
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// the index of the first blend map used in this pass
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int blendmapStart;
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if (mLayerList.size() == 1) // special case. if there's only one layer, we don't need blend maps at all
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blendmapStart = 0;
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else
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blendmapStart = getBlendmapIndexForLayer(layerOffset+blendmapOffset);
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for (int i = 0; i < numBlendTextures; ++i)
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{
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sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
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blendTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mBlendmapList[blendmapStart+i]->getName())));
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blendTex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
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}
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// layer maps
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bool anyNormalMaps = false;
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bool anyParallax = false;
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size_t normalMaps = 0;
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for (int i = 0; i < numLayersInThisPass; ++i)
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{
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const LayerInfo& layer = mLayerList[layerOffset+i];
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// diffuse map
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sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
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diffuseTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(layer.mDiffuseMap)));
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// normal map (optional)
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bool useNormalMap = mNormalMapping && !mLayerList[layerOffset+i].mNormalMap.empty() && !renderCompositeMap;
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bool useParallax = useNormalMap && mParallaxMapping && layer.mParallax;
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bool useSpecular = layer.mSpecular;
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if (useNormalMap)
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{
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anyNormalMaps = true;
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anyParallax = anyParallax || useParallax;
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sh::MaterialInstanceTextureUnit* normalTex = p->createTextureUnit ("normalMap" + Ogre::StringConverter::toString(i));
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normalTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(layer.mNormalMap)));
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}
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p->mShaderProperties.setProperty ("use_normal_map_" + Ogre::StringConverter::toString(i),
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sh::makeProperty (new sh::BooleanValue(useNormalMap)));
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p->mShaderProperties.setProperty ("use_parallax_" + Ogre::StringConverter::toString(i),
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sh::makeProperty (new sh::BooleanValue(useParallax)));
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p->mShaderProperties.setProperty ("use_specular_" + Ogre::StringConverter::toString(i),
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sh::makeProperty (new sh::BooleanValue(useSpecular)));
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boost::hash_combine(normalMaps, useNormalMap);
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boost::hash_combine(normalMaps, useNormalMap && layer.mParallax);
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boost::hash_combine(normalMaps, useSpecular);
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if (i+layerOffset > 0)
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{
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int blendTextureIndex = getBlendmapIndexForLayer(layerOffset+i);
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std::string blendTextureComponent = getBlendmapComponentForLayer(layerOffset+i);
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p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
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sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(blendTextureIndex-blendmapStart) + "." + blendTextureComponent)));
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}
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else
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{
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// just to make it shut up about blendmap_component_0 not existing in the first pass.
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// it might be retrieved, but will never survive the preprocessing step.
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p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
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sh::makeProperty (new sh::StringValue("")));
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}
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}
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p->mShaderProperties.setProperty ("normal_map_enabled",
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sh::makeProperty (new sh::BooleanValue(anyNormalMaps)));
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p->mShaderProperties.setProperty ("parallax_enabled",
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sh::makeProperty (new sh::BooleanValue(anyParallax)));
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// Since the permutation handler can't handle dynamic property names,
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// combine normal map settings for all layers into one value
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p->mShaderProperties.setProperty ("normal_maps",
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sh::makeProperty (new sh::IntValue(normalMaps)));
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// shadow
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if (shadows)
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{
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for (int i = 0; i < (mSplitShadows ? 3 : 1); ++i)
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{
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sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
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shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
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}
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}
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p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
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Ogre::StringConverter::toString(numBlendTextures + numLayersInThisPass))));
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// Make sure the pass index is fed to the permutation handler, because blendmap components may be different
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p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(layerOffset)));
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assert ((int)p->mTexUnits.size() == OGRE_MAX_TEXTURE_LAYERS - remainingTextureUnits);
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layerOffset += numLayersInThisPass;
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}
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}
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}
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#endif
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return Ogre::MaterialManager::getSingleton().getByName(name.str());
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}
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}
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