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.
openmw/components/terrain/material.cpp

280 lines
9.2 KiB
C++

#include "material.hpp"
#include <osg/Fog>
10 years ago
#include <osg/Depth>
#include <osg/TexEnvCombine>
#include <osg/Texture2D>
#include <osg/TexMat>
#include <osg/BlendFunc>
#include <components/shader/shadermanager.hpp>
#include <components/sceneutil/util.hpp>
#include <mutex>
namespace
{
class BlendmapTexMat
{
public:
static const osg::ref_ptr<osg::TexMat>& value(const int blendmapScale)
{
static BlendmapTexMat instance;
return instance.get(blendmapScale);
}
const osg::ref_ptr<osg::TexMat>& get(const int blendmapScale)
{
const std::lock_guard<std::mutex> lock(mMutex);
auto texMat = mTexMatMap.find(blendmapScale);
if (texMat == mTexMatMap.end())
{
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 = mTexMatMap.insert(std::make_pair(blendmapScale, new osg::TexMat(matrix))).first;
}
return texMat->second;
}
private:
std::mutex mMutex;
std::map<float, osg::ref_ptr<osg::TexMat>> mTexMatMap;
};
class LayerTexMat
{
public:
static const osg::ref_ptr<osg::TexMat>& value(const float layerTileSize)
{
static LayerTexMat instance;
return instance.get(layerTileSize);
}
const osg::ref_ptr<osg::TexMat>& get(const float layerTileSize)
{
const std::lock_guard<std::mutex> lock(mMutex);
auto texMat = mTexMatMap.find(layerTileSize);
if (texMat == mTexMatMap.end())
{
texMat = mTexMatMap.insert(std::make_pair(layerTileSize,
new osg::TexMat(osg::Matrix::scale(osg::Vec3f(layerTileSize, layerTileSize, 1.f))))).first;
}
return texMat->second;
}
private:
std::mutex mMutex;
std::map<float, osg::ref_ptr<osg::TexMat>> mTexMatMap;
};
class EqualDepth
{
public:
static const osg::ref_ptr<osg::Depth>& value()
{
static EqualDepth instance;
return instance.mValue;
}
private:
osg::ref_ptr<osg::Depth> mValue;
EqualDepth()
: mValue(new osg::Depth)
{
mValue->setFunction(osg::Depth::EQUAL);
}
};
class LequalDepth
{
public:
static const osg::ref_ptr<osg::Depth>& value()
{
static LequalDepth instance;
return instance.mValue;
}
private:
osg::ref_ptr<osg::Depth> mValue;
LequalDepth()
: mValue(SceneUtil::createDepth())
{
}
};
class BlendFuncFirst
{
public:
static const osg::ref_ptr<osg::BlendFunc>& value()
{
static BlendFuncFirst instance;
return instance.mValue;
}
private:
osg::ref_ptr<osg::BlendFunc> mValue;
BlendFuncFirst()
: mValue(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ZERO))
{
}
};
class BlendFunc
{
public:
static const osg::ref_ptr<osg::BlendFunc>& value()
{
static BlendFunc instance;
return instance.mValue;
}
private:
osg::ref_ptr<osg::BlendFunc> mValue;
BlendFunc()
: mValue(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE))
{
}
};
class TexEnvCombine
{
public:
static const osg::ref_ptr<osg::TexEnvCombine>& value()
{
static TexEnvCombine instance;
return instance.mValue;
}
private:
osg::ref_ptr<osg::TexEnvCombine> mValue;
TexEnvCombine()
: mValue(new osg::TexEnvCombine)
{
mValue->setCombine_RGB(osg::TexEnvCombine::REPLACE);
mValue->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
}
};
}
namespace Terrain
{
std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, 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());
10 years ago
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
if (!blendmaps.empty())
{
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setRenderBinDetails(passIndex++, "RenderBin");
if (!firstLayer)
{
stateset->setAttributeAndModes(BlendFunc::value(), osg::StateAttribute::ON);
stateset->setAttributeAndModes(EqualDepth::value(), osg::StateAttribute::ON);
}
else
{
stateset->setAttributeAndModes(BlendFuncFirst::value(), osg::StateAttribute::ON);
stateset->setAttributeAndModes(LequalDepth::value(), osg::StateAttribute::ON);
}
}
10 years ago
int texunit = 0;
if (useShaders)
{
stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);
if (layerTileSize != 1.f)
stateset->setTextureAttributeAndModes(texunit, LayerTexMat::value(layerTileSize), osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("diffuseMap", texunit));
if (!blendmaps.empty())
{
++texunit;
osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
stateset->setTextureAttributeAndModes(texunit, blendmap.get());
stateset->setTextureAttributeAndModes(texunit, BlendmapTexMat::value(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["normalMap"] = (it->mNormalMap) ? "1" : "0";
defineMap["blendMap"] = (!blendmaps.empty()) ? "1" : "0";
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, shaderManager, layers, blendmaps, blendmapScale, layerTileSize);
}
stateset->setAttributeAndModes(shaderManager->getProgram(vertexShader, fragmentShader));
stateset->addUniform(new osg::Uniform("colorMode", 2));
}
else
{
// Add the actual layer texture
osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
stateset->setTextureAttributeAndModes(texunit, tex.get());
if (layerTileSize != 1.f)
stateset->setTextureAttributeAndModes(texunit, LayerTexMat::value(layerTileSize), osg::StateAttribute::ON);
++texunit;
// Multiply by the alpha map
if (!blendmaps.empty())
{
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, BlendmapTexMat::value(blendmapScale));
stateset->setTextureAttributeAndModes(texunit, TexEnvCombine::value(), osg::StateAttribute::ON);
++texunit;
}
}
passes.push_back(stateset);
}
return passes;
}
}