You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
199 lines
7.8 KiB
C++
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;
|
|
}
|
|
|
|
}
|