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openmw/components/terrain/material.cpp

332 lines
11 KiB
C++

#include "material.hpp"
#include <osg/BlendFunc>
#include <osg/Capability>
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#include <osg/Depth>
#include <osg/Fog>
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#include <osg/TexEnvCombine>
#include <osg/TexMat>
#include <osg/Texture2D>
#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/depth.hpp>
#include <components/shader/shadermanager.hpp>
#include <components/stereo/stereomanager.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()
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: mValue(new SceneUtil::AutoDepth)
{
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(new SceneUtil::AutoDepth(osg::Depth::LEQUAL))
{
}
};
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);
}
};
class DiscardAlphaCombine
{
public:
static const osg::ref_ptr<osg::TexEnvCombine>& value()
{
static DiscardAlphaCombine instance;
return instance.mValue;
}
private:
osg::ref_ptr<osg::TexEnvCombine> mValue;
DiscardAlphaCombine()
: mValue(new osg::TexEnvCombine)
{
mValue->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
mValue->setSource0_Alpha(osg::TexEnvCombine::CONSTANT);
mValue->setConstantColor(osg::Vec4(0.0, 0.0, 0.0, 1.0));
}
};
class UniformCollection
{
public:
static const UniformCollection& value()
{
static UniformCollection instance;
return instance;
}
osg::ref_ptr<osg::Uniform> mDiffuseMap;
osg::ref_ptr<osg::Uniform> mBlendMap;
osg::ref_ptr<osg::Uniform> mNormalMap;
osg::ref_ptr<osg::Uniform> mColorMode;
UniformCollection()
: mDiffuseMap(new osg::Uniform("diffuseMap", 0))
, mBlendMap(new osg::Uniform("blendMap", 1))
, mNormalMap(new osg::Uniform("normalMap", 2))
, mColorMode(new osg::Uniform("colorMode", 2))
{
}
};
}
namespace Terrain
{
std::vector<osg::ref_ptr<osg::StateSet>> createPasses(bool useShaders, Resource::SceneManager* sceneManager,
const std::vector<TextureLayer>& layers, const std::vector<osg::ref_ptr<osg::Texture2D>>& blendmaps,
int blendmapScale, float layerTileSize)
{
auto& shaderManager = sceneManager->getShaderManager();
std::vector<osg::ref_ptr<osg::StateSet>> passes;
unsigned int blendmapIndex = 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 (!blendmaps.empty())
{
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
if (sceneManager->getSupportsNormalsRT())
stateset->setAttribute(new osg::Disablei(GL_BLEND, 1));
stateset->setRenderBinDetails(firstLayer ? 0 : 1, "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);
}
}
if (useShaders)
{
stateset->setTextureAttributeAndModes(0, it->mDiffuseMap);
if (layerTileSize != 1.f)
stateset->setTextureAttributeAndModes(
0, LayerTexMat::value(layerTileSize), osg::StateAttribute::ON);
stateset->addUniform(UniformCollection::value().mDiffuseMap);
if (!blendmaps.empty())
{
osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
stateset->setTextureAttributeAndModes(1, blendmap.get());
stateset->setTextureAttributeAndModes(1, BlendmapTexMat::value(blendmapScale));
stateset->addUniform(UniformCollection::value().mBlendMap);
}
if (it->mNormalMap)
{
stateset->setTextureAttributeAndModes(2, it->mNormalMap);
stateset->addUniform(UniformCollection::value().mNormalMap);
}
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";
defineMap["writeNormals"] = (it == layers.end() - 1) ? "1" : "0";
Stereo::Manager::instance().shaderStereoDefines(defineMap);
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, sceneManager, layers, blendmaps, blendmapScale, layerTileSize);
}
stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));
stateset->addUniform(UniformCollection::value().mColorMode);
}
else
{
// Add the actual layer texture
osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
stateset->setTextureAttributeAndModes(0, tex.get());
if (layerTileSize != 1.f)
stateset->setTextureAttributeAndModes(
0, LayerTexMat::value(layerTileSize), osg::StateAttribute::ON);
stateset->setTextureAttributeAndModes(0, DiscardAlphaCombine::value(), osg::StateAttribute::ON);
// Multiply by the alpha map
if (!blendmaps.empty())
{
osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
stateset->setTextureAttributeAndModes(1, blendmap.get());
// This is to map corner vertices directly to the center of a blendmap texel.
stateset->setTextureAttributeAndModes(1, BlendmapTexMat::value(blendmapScale));
stateset->setTextureAttributeAndModes(1, TexEnvCombine::value(), osg::StateAttribute::ON);
}
}
passes.push_back(stateset);
}
return passes;
}
}