mirror of
				https://github.com/TES3MP/openmw-tes3mp.git
				synced 2025-11-04 03:26:42 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			352 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			352 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "material.hpp"
 | 
						|
 | 
						|
#include <OgreMaterialManager.h>
 | 
						|
#include <OgreTechnique.h>
 | 
						|
#include <OgrePass.h>
 | 
						|
 | 
						|
#include <boost/functional/hash.hpp>
 | 
						|
 | 
						|
#if TERRAIN_USE_SHADER
 | 
						|
#include <extern/shiny/Main/Factory.hpp>
 | 
						|
#endif
 | 
						|
 | 
						|
namespace
 | 
						|
{
 | 
						|
 | 
						|
int getBlendmapIndexForLayer (int layerIndex)
 | 
						|
{
 | 
						|
    return std::floor((layerIndex-1)/4.f);
 | 
						|
}
 | 
						|
 | 
						|
std::string getBlendmapComponentForLayer (int layerIndex)
 | 
						|
{
 | 
						|
    int n = (layerIndex-1)%4;
 | 
						|
    if (n == 0)
 | 
						|
        return "x";
 | 
						|
    if (n == 1)
 | 
						|
        return "y";
 | 
						|
    if (n == 2)
 | 
						|
        return "z";
 | 
						|
    else
 | 
						|
        return "w";
 | 
						|
}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
namespace Terrain
 | 
						|
{
 | 
						|
 | 
						|
    MaterialGenerator::MaterialGenerator()
 | 
						|
        : mShaders(true)
 | 
						|
        , mShadows(false)
 | 
						|
        , mSplitShadows(false)
 | 
						|
        , mNormalMapping(true)
 | 
						|
        , mParallaxMapping(true)
 | 
						|
    {
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
    Ogre::MaterialPtr MaterialGenerator::generate()
 | 
						|
    {
 | 
						|
        assert(!mLayerList.empty() && "Can't create material with no layers");
 | 
						|
 | 
						|
        return create(false, false);
 | 
						|
    }
 | 
						|
 | 
						|
    Ogre::MaterialPtr MaterialGenerator::generateForCompositeMapRTT()
 | 
						|
    {
 | 
						|
        assert(!mLayerList.empty() && "Can't create material with no layers");
 | 
						|
 | 
						|
        return create(true, false);
 | 
						|
    }
 | 
						|
 | 
						|
    Ogre::MaterialPtr MaterialGenerator::generateForCompositeMap()
 | 
						|
    {
 | 
						|
        return create(false, true);
 | 
						|
    }
 | 
						|
 | 
						|
    Ogre::MaterialPtr MaterialGenerator::create(bool renderCompositeMap, bool displayCompositeMap)
 | 
						|
    {
 | 
						|
        assert(!renderCompositeMap || !displayCompositeMap);
 | 
						|
 | 
						|
        static int count = 0;
 | 
						|
        std::stringstream name;
 | 
						|
        name << "terrain/mat" << count++;
 | 
						|
 | 
						|
        if (!mShaders)
 | 
						|
        {
 | 
						|
            Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().create(name.str(),
 | 
						|
                                                               Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
 | 
						|
            Ogre::Technique* technique = mat->getTechnique(0);
 | 
						|
            technique->removeAllPasses();
 | 
						|
 | 
						|
            if (displayCompositeMap)
 | 
						|
            {
 | 
						|
                Ogre::Pass* pass = technique->createPass();
 | 
						|
                pass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
 | 
						|
                pass->createTextureUnitState(mCompositeMap)->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                assert(mLayerList.size() == mBlendmapList.size()+1);
 | 
						|
                std::vector<Ogre::TexturePtr>::iterator blend = mBlendmapList.begin();
 | 
						|
                for (std::vector<LayerInfo>::iterator layer = mLayerList.begin(); layer != mLayerList.end(); ++layer)
 | 
						|
                {
 | 
						|
                    Ogre::Pass* pass = technique->createPass();
 | 
						|
                    pass->setLightingEnabled(false);
 | 
						|
                    pass->setVertexColourTracking(Ogre::TVC_NONE);
 | 
						|
                    // TODO: How to handle fog?
 | 
						|
                    pass->setFog(true, Ogre::FOG_NONE);
 | 
						|
 | 
						|
                    bool first = (layer == mLayerList.begin());
 | 
						|
 | 
						|
                    Ogre::TextureUnitState* tus;
 | 
						|
 | 
						|
                    if (!first)
 | 
						|
                    {
 | 
						|
                        pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
 | 
						|
                        pass->setDepthFunction(Ogre::CMPF_EQUAL);
 | 
						|
 | 
						|
                        tus = pass->createTextureUnitState((*blend)->getName());
 | 
						|
                        tus->setAlphaOperation(Ogre::LBX_BLEND_TEXTURE_ALPHA,
 | 
						|
                                               Ogre::LBS_TEXTURE,
 | 
						|
                                               Ogre::LBS_TEXTURE);
 | 
						|
                        tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
 | 
						|
                                                  Ogre::LBS_TEXTURE,
 | 
						|
                                                  Ogre::LBS_TEXTURE);
 | 
						|
                        tus->setIsAlpha(true);
 | 
						|
                        tus->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
 | 
						|
 | 
						|
                        float scale = (16/(16.f+1.f));
 | 
						|
                        tus->setTextureScale(1.f/scale,1.f/scale);
 | 
						|
                    }
 | 
						|
 | 
						|
                    // Add the actual layer texture on top of the alpha map.
 | 
						|
                    tus = pass->createTextureUnitState(layer->mDiffuseMap);
 | 
						|
                    if (!first)
 | 
						|
                        tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
 | 
						|
                                                  Ogre::LBS_TEXTURE,
 | 
						|
                                                  Ogre::LBS_CURRENT);
 | 
						|
 | 
						|
                    tus->setTextureScale(1/16.f,1/16.f);
 | 
						|
 | 
						|
                    if (!first)
 | 
						|
                        ++blend;
 | 
						|
                }
 | 
						|
 | 
						|
                if (!renderCompositeMap)
 | 
						|
                {
 | 
						|
                    Ogre::Pass* lightingPass = technique->createPass();
 | 
						|
                    lightingPass->setSceneBlending(Ogre::SBT_MODULATE);
 | 
						|
                    lightingPass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
 | 
						|
                    lightingPass->setFog(true, Ogre::FOG_NONE);
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            return mat;
 | 
						|
        }
 | 
						|
#if TERRAIN_USE_SHADER
 | 
						|
        else
 | 
						|
        {
 | 
						|
            sh::MaterialInstance* material = sh::Factory::getInstance().createMaterialInstance (name.str());
 | 
						|
            material->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
 | 
						|
 | 
						|
            if (displayCompositeMap)
 | 
						|
            {
 | 
						|
                sh::MaterialInstancePass* p = material->createPass ();
 | 
						|
 | 
						|
                p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
 | 
						|
                p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
 | 
						|
                p->mShaderProperties.setProperty ("is_first_pass", sh::makeProperty(new sh::BooleanValue(true)));
 | 
						|
                p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(false)));
 | 
						|
                p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(true)));
 | 
						|
                p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue("0")));
 | 
						|
                p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue("0")));
 | 
						|
                p->mShaderProperties.setProperty ("normal_map_enabled", sh::makeProperty (new sh::BooleanValue(false)));
 | 
						|
                p->mShaderProperties.setProperty ("parallax_enabled", sh::makeProperty (new sh::BooleanValue(false)));
 | 
						|
                p->mShaderProperties.setProperty ("normal_maps",
 | 
						|
                                                  sh::makeProperty (new sh::IntValue(0)));
 | 
						|
 | 
						|
                sh::MaterialInstanceTextureUnit* tex = p->createTextureUnit ("compositeMap");
 | 
						|
                tex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mCompositeMap)));
 | 
						|
                tex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
 | 
						|
 | 
						|
                // shadow. TODO: repeated, put in function
 | 
						|
                if (mShadows)
 | 
						|
                {
 | 
						|
                    for (int i = 0; i < (mSplitShadows ? 3 : 1); ++i)
 | 
						|
                    {
 | 
						|
                        sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
 | 
						|
                        shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
 | 
						|
                    }
 | 
						|
                }
 | 
						|
                p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
 | 
						|
                    Ogre::StringConverter::toString(1))));
 | 
						|
 | 
						|
                p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(0)));
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
 | 
						|
                bool shadows = mShadows && !renderCompositeMap;
 | 
						|
 | 
						|
                int layerOffset = 0;
 | 
						|
                while (layerOffset < (int)mLayerList.size())
 | 
						|
                {
 | 
						|
                    int blendmapOffset = (layerOffset == 0) ? 1 : 0; // the first layer of the first pass is the base layer and does not need a blend map
 | 
						|
 | 
						|
                    // Check how many layers we can fit in this pass
 | 
						|
                    int numLayersInThisPass = 0;
 | 
						|
                    int numBlendTextures = 0;
 | 
						|
                    std::vector<std::string> blendTextures;
 | 
						|
                    int remainingTextureUnits = OGRE_MAX_TEXTURE_LAYERS;
 | 
						|
                    if (shadows)
 | 
						|
                        remainingTextureUnits -= (mSplitShadows ? 3 : 1);
 | 
						|
                    while (remainingTextureUnits && layerOffset + numLayersInThisPass < (int)mLayerList.size())
 | 
						|
                    {
 | 
						|
                        int layerIndex = numLayersInThisPass + layerOffset;
 | 
						|
 | 
						|
                        int neededTextureUnits=0;
 | 
						|
                        int neededBlendTextures=0;
 | 
						|
 | 
						|
                        if (layerIndex != 0)
 | 
						|
                        {
 | 
						|
                            std::string blendTextureName = mBlendmapList[getBlendmapIndexForLayer(layerIndex)]->getName();
 | 
						|
                            if (std::find(blendTextures.begin(), blendTextures.end(), blendTextureName) == blendTextures.end())
 | 
						|
                            {
 | 
						|
                                blendTextures.push_back(blendTextureName);
 | 
						|
                                ++neededBlendTextures;
 | 
						|
                                ++neededTextureUnits; // blend texture
 | 
						|
                            }
 | 
						|
                        }
 | 
						|
                        ++neededTextureUnits; // layer texture
 | 
						|
 | 
						|
                        // Check if this layer has a normal map
 | 
						|
                        if (mNormalMapping && !mLayerList[layerIndex].mNormalMap.empty() && !renderCompositeMap)
 | 
						|
                            ++neededTextureUnits; // normal map
 | 
						|
                        if (neededTextureUnits <= remainingTextureUnits)
 | 
						|
                        {
 | 
						|
                            // We can fit another!
 | 
						|
                            remainingTextureUnits -= neededTextureUnits;
 | 
						|
                            numBlendTextures += neededBlendTextures;
 | 
						|
                            ++numLayersInThisPass;
 | 
						|
                        }
 | 
						|
                        else
 | 
						|
                            break; // We're full
 | 
						|
                    }
 | 
						|
 | 
						|
 | 
						|
                    sh::MaterialInstancePass* p = material->createPass ();
 | 
						|
                    p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
 | 
						|
                    p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
 | 
						|
                    if (layerOffset != 0)
 | 
						|
                    {
 | 
						|
                        p->setProperty ("scene_blend", sh::makeProperty(new sh::StringValue("alpha_blend")));
 | 
						|
                        // Only write if depth is equal to the depth value written by the previous pass.
 | 
						|
                        p->setProperty ("depth_func", sh::makeProperty(new sh::StringValue("equal")));
 | 
						|
                    }
 | 
						|
 | 
						|
                    p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(renderCompositeMap)));
 | 
						|
                    p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(displayCompositeMap)));
 | 
						|
 | 
						|
                    p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numLayersInThisPass))));
 | 
						|
                    p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
 | 
						|
                    p->mShaderProperties.setProperty ("normal_map_enabled",
 | 
						|
                                                      sh::makeProperty (new sh::BooleanValue(false)));
 | 
						|
 | 
						|
                    // blend maps
 | 
						|
                    // the index of the first blend map used in this pass
 | 
						|
                    int blendmapStart;
 | 
						|
                    if (mLayerList.size() == 1) // special case. if there's only one layer, we don't need blend maps at all
 | 
						|
                        blendmapStart = 0;
 | 
						|
                    else
 | 
						|
                        blendmapStart = getBlendmapIndexForLayer(layerOffset+blendmapOffset);
 | 
						|
                    for (int i = 0; i < numBlendTextures; ++i)
 | 
						|
                    {
 | 
						|
                        sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
 | 
						|
                        blendTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mBlendmapList[blendmapStart+i]->getName())));
 | 
						|
                        blendTex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
 | 
						|
                    }
 | 
						|
 | 
						|
                    // layer maps
 | 
						|
                    bool anyNormalMaps = false;
 | 
						|
                    bool anyParallax = false;
 | 
						|
                    size_t normalMaps = 0;
 | 
						|
                    for (int i = 0; i < numLayersInThisPass; ++i)
 | 
						|
                    {
 | 
						|
                        const LayerInfo& layer = mLayerList[layerOffset+i];
 | 
						|
                        // diffuse map
 | 
						|
                        sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
 | 
						|
                        diffuseTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(layer.mDiffuseMap)));
 | 
						|
 | 
						|
                        // normal map (optional)
 | 
						|
                        bool useNormalMap = mNormalMapping && !mLayerList[layerOffset+i].mNormalMap.empty() && !renderCompositeMap;
 | 
						|
                        bool useParallax = useNormalMap && mParallaxMapping && layer.mParallax;
 | 
						|
                        bool useSpecular = layer.mSpecular;
 | 
						|
                        if (useNormalMap)
 | 
						|
                        {
 | 
						|
                            anyNormalMaps = true;
 | 
						|
                            anyParallax = anyParallax || useParallax;
 | 
						|
                            sh::MaterialInstanceTextureUnit* normalTex = p->createTextureUnit ("normalMap" + Ogre::StringConverter::toString(i));
 | 
						|
                            normalTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(layer.mNormalMap)));
 | 
						|
                        }
 | 
						|
                        p->mShaderProperties.setProperty ("use_normal_map_" + Ogre::StringConverter::toString(i),
 | 
						|
                                                          sh::makeProperty (new sh::BooleanValue(useNormalMap)));
 | 
						|
                        p->mShaderProperties.setProperty ("use_parallax_" + Ogre::StringConverter::toString(i),
 | 
						|
                                                          sh::makeProperty (new sh::BooleanValue(useParallax)));
 | 
						|
                        p->mShaderProperties.setProperty ("use_specular_" + Ogre::StringConverter::toString(i),
 | 
						|
                                                          sh::makeProperty (new sh::BooleanValue(useSpecular)));
 | 
						|
                        boost::hash_combine(normalMaps, useNormalMap);
 | 
						|
                        boost::hash_combine(normalMaps, useNormalMap && layer.mParallax);
 | 
						|
                        boost::hash_combine(normalMaps, useSpecular);
 | 
						|
 | 
						|
                        if (i+layerOffset > 0)
 | 
						|
                        {
 | 
						|
                            int blendTextureIndex = getBlendmapIndexForLayer(layerOffset+i);
 | 
						|
                            std::string blendTextureComponent = getBlendmapComponentForLayer(layerOffset+i);
 | 
						|
                            p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
 | 
						|
                                                              sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(blendTextureIndex-blendmapStart) + "." + blendTextureComponent)));
 | 
						|
                        }
 | 
						|
                        else
 | 
						|
                        {
 | 
						|
                            // just to make it shut up about blendmap_component_0 not existing in the first pass.
 | 
						|
                            // it might be retrieved, but will never survive the preprocessing step.
 | 
						|
                            p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
 | 
						|
                                sh::makeProperty (new sh::StringValue("")));
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                    p->mShaderProperties.setProperty ("normal_map_enabled",
 | 
						|
                                                      sh::makeProperty (new sh::BooleanValue(anyNormalMaps)));
 | 
						|
                    p->mShaderProperties.setProperty ("parallax_enabled",
 | 
						|
                                                      sh::makeProperty (new sh::BooleanValue(anyParallax)));
 | 
						|
                    // Since the permutation handler can't handle dynamic property names,
 | 
						|
                    // combine normal map settings for all layers into one value
 | 
						|
                    p->mShaderProperties.setProperty ("normal_maps",
 | 
						|
                                                      sh::makeProperty (new sh::IntValue(normalMaps)));
 | 
						|
 | 
						|
                    // shadow
 | 
						|
                    if (shadows)
 | 
						|
                    {
 | 
						|
                        for (int i = 0; i < (mSplitShadows ? 3 : 1); ++i)
 | 
						|
                        {
 | 
						|
                            sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
 | 
						|
                            shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                    p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
 | 
						|
                        Ogre::StringConverter::toString(numBlendTextures + numLayersInThisPass))));
 | 
						|
 | 
						|
                    // Make sure the pass index is fed to the permutation handler, because blendmap components may be different
 | 
						|
                    p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(layerOffset)));
 | 
						|
 | 
						|
                    assert ((int)p->mTexUnits.size() == OGRE_MAX_TEXTURE_LAYERS - remainingTextureUnits);
 | 
						|
 | 
						|
                    layerOffset += numLayersInThisPass;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
#endif
 | 
						|
        return Ogre::MaterialManager::getSingleton().getByName(name.str());
 | 
						|
    }
 | 
						|
 | 
						|
}
 |