terrain as it was before, with about 4x less code

pull/21/head
scrawl 13 years ago
parent 5e8bf28212
commit 778e59ee37

@ -107,6 +107,7 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
sh::Factory::getInstance ().setGlobalSetting ("mrt_output", useMRT() ? "true" : "false");
sh::Factory::getInstance ().setGlobalSetting ("fog", "true");
sh::Factory::getInstance ().setGlobalSetting ("lighting", "true");
sh::Factory::getInstance ().setGlobalSetting ("num_lights", Settings::Manager::getString ("num lights", "Objects"));
applyCompositors();

@ -69,31 +69,6 @@ namespace MWRender
mMaterial->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
createPass(0, terrain);
return Ogre::MaterialManager::getSingleton().getByName(matName);
}
void TerrainMaterial::Profile::setGlobalColourMapEnabled (bool enabled)
{
mGlobalColourMap = enabled;
mParent->_markChanged();
}
void TerrainMaterial::Profile::setGlobalColourMap (Ogre::Terrain* terrain, const std::string& name)
{
sh::Factory::getInstance ().setTextureAlias (terrain->getMaterialName () + "_colourMap", name);
}
int TerrainMaterial::Profile::getLayersPerPass () const
{
return 11;
}
void TerrainMaterial::Profile::createPass (int index, const Ogre::Terrain* terrain)
{
int layerOffset = index * getLayersPerPass();
sh::MaterialInstancePass* p = mMaterial->createPass ();
p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
@ -131,11 +106,32 @@ namespace MWRender
{
sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
diffuseTex->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getLayerTextureName(i, 0))));
p->mShaderProperties.setProperty ("blendmap_index_" + Ogre::StringConverter::toString(i),
sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(int((i-1) / 4)))));
p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
sh::makeProperty<sh::StringValue>(new sh::StringValue(getComponent(int((i-1) % 4)))));
sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(int((i-1) / 4)) + "." + getComponent(int((i-1) % 4)))));
}
// shadow
for (uint i = 0; i < 3; ++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<sh::StringValue>(new sh::StringValue(
Ogre::StringConverter::toString(numBlendTextures + numLayers + 2))));
return Ogre::MaterialManager::getSingleton().getByName(matName);
}
void TerrainMaterial::Profile::setGlobalColourMapEnabled (bool enabled)
{
mGlobalColourMap = enabled;
mParent->_markChanged();
}
void TerrainMaterial::Profile::setGlobalColourMap (Ogre::Terrain* terrain, const std::string& name)
{
sh::Factory::getInstance ().setTextureAlias (terrain->getMaterialName () + "_colourMap", name);
}
Ogre::MaterialPtr TerrainMaterial::Profile::generateForCompositeMap(const Ogre::Terrain* terrain)
@ -145,7 +141,16 @@ namespace MWRender
Ogre::uint8 TerrainMaterial::Profile::getMaxLayers(const Ogre::Terrain* terrain) const
{
return 32;
// count the texture units free
Ogre::uint8 freeTextureUnits = 16;
// normalmap
--freeTextureUnits;
// colourmap
--freeTextureUnits;
freeTextureUnits -= 3; // shadow PSSM
// each layer needs 1.25 units (1xdiffusespec, 0.25xblend)
return static_cast<Ogre::uint8>(freeTextureUnits / (1.25f));
}
void TerrainMaterial::Profile::updateParams(const Ogre::MaterialPtr& mat, const Ogre::Terrain* terrain)

@ -73,10 +73,6 @@ namespace MWRender
bool mGlobalColourMap;
void createPass (int index, const Ogre::Terrain* terrain);
int getLayersPerPass () const;
};
TerrainMaterial();

2
extern/shiny vendored

@ -1 +1 @@
Subproject commit a83d479c461feead0356946f841c2c474760f420
Subproject commit 5a9bda6010413555736479ef03103f764fecb91d

@ -1,7 +1,5 @@
#include "core.h"
#include "shadows.h"
#define FOG @shGlobalSettingBool(fog)
#define MRT @shPropertyNotBool(is_transparent) && @shGlobalSettingBool(mrt_output)
@ -10,6 +8,10 @@
#define SHADOWS_PSSM LIGHTING && @shGlobalSettingBool(shadows_pssm)
#define SHADOWS LIGHTING && @shGlobalSettingBool(shadows)
#if SHADOWS || SHADOWS_PSSM
#include "shadows.h"
#endif
#if FOG || MRT || SHADOWS_PSSM
#define NEED_DEPTH
#endif
@ -110,7 +112,7 @@
shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
@shForeach(8)
@shForeach(@shGlobalSettingString(num_lights))
shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
@ -149,32 +151,33 @@
#if LIGHTING
float3 normal = normalize(normalPassthrough);
float3 lightDir, diffuse;
float3 lightDir;
float3 diffuse = float3(0,0,0);
float d;
float3 ambient = materialAmbient.xyz * lightAmbient.xyz;
@shForeach(8)
// shadows only for the first (directional) light
#if @shIterator == 0
#if SHADOWS
#if SHADOWS
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
#endif
#if SHADOWS_PSSM
#endif
#if SHADOWS_PSSM
float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
#endif
#endif
#if SHADOWS || SHADOWS_PSSM
#if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow);
#endif
#endif
#if !SHADOWS && !SHADOWS_PSSM
#if !SHADOWS && !SHADOWS_PSSM
float shadow = 1.0;
#endif
#endif
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosObjSpace@shIterator.xyz - (objSpacePositionPassthrough.xyz * lightPosObjSpace@shIterator.w);
d = length(lightDir);

@ -1,32 +1,70 @@
#include "core.h"
#define IS_FIRST_PASS 1
#define FOG @shGlobalSettingBool(fog)
#define MRT @shGlobalSettingBool(mrt_output)
#define COLOUR_MAP @shPropertyBool(colour_map)
#define LIGHTING @shGlobalSettingBool(lighting)
#define NUM_LAYERS @shPropertyString(num_layers)
#define SHADOWS_PSSM LIGHTING && @shGlobalSettingBool(shadows_pssm)
#define SHADOWS LIGHTING && @shGlobalSettingBool(shadows)
#if SHADOWS || SHADOWS_PSSM
#include "shadows.h"
#endif
#define COMPONENT_0 x
#define COMPONENT_1 y
#define COMPONENT_2 z
#define COMPONENT_3 w
#define COLOUR_MAP @shPropertyBool(colour_map)
#define IS_FIRST_PASS 1
#define NUM_LAYERS @shPropertyString(num_layers)
#if MRT || FOG || SHADOWS_PSSM
#define NEED_DEPTH 1
#endif
#if NEED_DEPTH
@shAllocatePassthrough(1, depth)
#endif
@shAllocatePassthrough(2, UV)
#if LIGHTING
@shAllocatePassthrough(3, objSpacePosition)
#endif
#if SHADOWS
@shAllocatePassthrough(4, lightSpacePos0)
#endif
#if SHADOWS_PSSM
@shForeach(3)
@shAllocatePassthrough(4, lightSpacePos@shIterator)
@shEndForeach
#endif
#ifdef SH_VERTEX_SHADER
// ------------------------------------- VERTEX ---------------------------------------
SH_BEGIN_PROGRAM
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
shUniform(float4x4, viewProjMatrix) @shAutoConstant(viewProjMatrix, viewproj_matrix)
shUniform(float2, lodMorph) @shAutoConstant(lodMorph, custom, 1001)
shInput(float2, uv0)
shInput(float2, delta) // lodDelta, lodThreshold
#if SHADOWS
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
@shEndForeach
#endif
@shPassthroughVertexOutputs
@ -36,16 +74,54 @@
float4 worldPos = shMatrixMult(worldMatrix, shInputPosition);
// determine whether to apply the LOD morph to this vertex
// we store the deltas against all vertices so we only want to apply
// the morph to the ones which would disappear. The target LOD which is
// being morphed to is stored in lodMorph.y, and the LOD at which
// the vertex should be morphed is stored in uv.w. If we subtract
// the former from the latter, and arrange to only morph if the
// result is negative (it will only be -1 in fact, since after that
// the vertex will never be indexed), we will achieve our aim.
// sign(vertexLOD - targetLOD) == -1 is to morph
float toMorph = -min(0, sign(delta.y - lodMorph.y));
// morph
// this assumes XZ terrain alignment
worldPos.y += delta.x * toMorph * lodMorph.x;
shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);
#if NEED_DEPTH
@shPassthroughAssign(depth, shOutputPosition.z);
#endif
@shPassthroughAssign(UV, uv0);
#if LIGHTING
@shPassthroughAssign(objSpacePosition, shInputPosition.xyz);
#endif
#if SHADOWS
float4 lightSpacePos = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
@shPassthroughAssign(lightSpacePos0, lightSpacePos);
#endif
#if SHADOWS_PSSM
float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
float4 lightSpacePos;
@shForeach(3)
lightSpacePos = shMatrixMult(texViewProjMatrix@shIterator, wPos);
@shPassthroughAssign(lightSpacePos@shIterator, lightSpacePos);
@shEndForeach
#endif
}
#else
// ----------------------------------- FRAGMENT ------------------------------------------
SH_BEGIN_PROGRAM
@ -55,6 +131,7 @@
shSampler2D(normalMap) // global normal map
@shForeach(@shPropertyString(num_blendmaps))
shSampler2D(blendMap@shIterator)
@shEndForeach
@ -76,21 +153,57 @@
#endif
#if LIGHTING
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
@shForeach(@shGlobalSettingString(num_lights))
shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
@shEndForeach
#endif
#if SHADOWS
shSampler2D(shadowMap0)
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
#endif
#if SHADOWS_PSSM
@shForeach(3)
shSampler2D(shadowMap@shIterator)
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(@shPropertyString(shadowtexture_offset)))
@shEndForeach
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
#endif
#if SHADOWS || SHADOWS_PSSM
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
#endif
SH_START_PROGRAM
{
#if NEED_DEPTH
float depth = @shPassthroughReceive(depth);
#endif
float2 UV = @shPassthroughReceive(UV);
#if LIGHTING
float3 objSpacePosition = @shPassthroughReceive(objSpacePosition);
float3 normal = shSample(normalMap, UV).rgb * 2 - 1;
normal = normalize(normal);
#endif
// fetch blendmaps
// Layer calculations
@shForeach(@shPropertyString(num_blendmaps))
float4 blendValues@shIterator = shSample(blendMap@shIterator, UV);
@shEndForeach
float3 albedo;
float3 albedo = float3(0,0,0);
@shForeach(@shPropertyString(num_layers))
@ -98,9 +211,11 @@
// first layer of first pass doesn't need a blend map
albedo = shSample(diffuseMap0, UV * 10).rgb;
#else
#define BLEND_AMOUNT blendValues@shPropertyString(blendmap_index_@shIterator).@shPropertyString(blendmap_component_@shIterator)
#define BLEND_AMOUNT blendValues@shPropertyString(blendmap_component_@shIterator)
albedo = shLerp(albedo, shSample(diffuseMap@shIterator, UV * 10).rgb, BLEND_AMOUNT);
#endif
@shEndForeach
@ -113,6 +228,63 @@
shOutputColour(0).rgb *= albedo;
// Lighting
#if LIGHTING
// shadows only for the first (directional) light
#if SHADOWS
float4 lightSpacePos0 = @shPassthroughReceive(lightSpacePos0);
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
#endif
#if SHADOWS_PSSM
@shForeach(3)
float4 lightSpacePos@shIterator = @shPassthroughReceive(lightSpacePos@shIterator);
@shEndForeach
float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depth, pssmSplitPoints);
#endif
#if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1-((depth - shadowFar_fadeStart.y) / fadeRange);
shadow = (depth > shadowFar_fadeStart.x) ? 1 : ((depth > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow);
#endif
#if !SHADOWS && !SHADOWS_PSSM
float shadow = 1.0;
#endif
float3 lightDir;
float3 diffuse = float3(0,0,0);
float d;
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosObjSpace@shIterator.xyz - (objSpacePosition.xyz * lightPosObjSpace@shIterator.w);
d = length(lightDir);
lightDir = normalize(lightDir);
#if @shIterator == 0 && (SHADOWS || SHADOWS_PSSM)
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow;
#else
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
#endif
@shEndForeach
shOutputColour(0).xyz *= (lightAmbient.xyz + diffuse);
#endif
#if FOG
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);

@ -2,7 +2,7 @@ shader_set terrain_vertex
{
source terrain.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_cg vs_2_0 vp40 arbvp1
profiles_hlsl vs_2_0
}
@ -10,6 +10,6 @@ shader_set terrain_fragment
{
source terrain.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_cg ps_2_x ps_2_0 ps fp40 arbfp1
profiles_hlsl ps_2_0
}

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