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			207 lines
		
	
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			207 lines
		
	
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "material.hpp"
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| 
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| #include <iostream>
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| #include <stdexcept>
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| 
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| #include <osg/Depth>
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| #include <osg/TexEnvCombine>
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| #include <osg/Texture2D>
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| #include <osg/TexMat>
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| #include <osg/Material>
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| 
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| #include <components/shader/shadermanager.hpp>
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| 
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| 
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| namespace Terrain
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| {
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| 
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|     osg::ref_ptr<osg::TexMat> getBlendmapTexMat(int blendmapScale)
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|     {
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|         static std::map<int, osg::ref_ptr<osg::TexMat> > texMatMap;
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|         osg::ref_ptr<osg::TexMat> texMat = texMatMap[blendmapScale];
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|         if (!texMat)
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|         {
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|             texMat = new osg::TexMat;
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|             osg::Matrixf matrix;
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|             float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
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|             matrix.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
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|             matrix.preMultScale(osg::Vec3f(scale, scale, 1.f));
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|             matrix.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
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| 
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|             texMatMap[blendmapScale] = texMat;
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|         }
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|         return texMat;
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|     }
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| 
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|     osg::ref_ptr<osg::TexMat> getLayerTexMat(float layerTileSize)
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|     {
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|         static std::map<float, osg::ref_ptr<osg::TexMat> > texMatMap;
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|         osg::ref_ptr<osg::TexMat> texMat = texMatMap[layerTileSize];
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|         if (!texMat)
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|         {
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|             texMat = new osg::TexMat;
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|             texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
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| 
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|             texMatMap[layerTileSize] = texMat;
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|         }
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|         return texMat;
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|     }
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| 
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|     osg::ref_ptr<osg::Depth> getEqualDepth()
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|     {
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|         static osg::ref_ptr<osg::Depth> depth;
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|         if (!depth)
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|         {
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|             depth = new osg::Depth;
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|             depth->setFunction(osg::Depth::EQUAL);
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|         }
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|         return depth;
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|     }
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| 
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|     FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<TextureLayer>& layers,
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|                                                    const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
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|     {
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|         bool firstLayer = true;
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|         int i=0;
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|         for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
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|         {
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|             osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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| 
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|             if (!firstLayer)
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|             {
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|                 stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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| 
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|                 stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
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|             }
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| 
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|             int texunit = 0;
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|             if(!firstLayer)
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|             {
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|                 osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);
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| 
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|                 stateset->setTextureAttributeAndModes(texunit, blendmap.get());
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| 
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|                 // This is to map corner vertices directly to the center of a blendmap texel.
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|                 stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
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| 
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|                 static osg::ref_ptr<osg::TexEnvCombine> texEnvCombine;
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|                 if (!texEnvCombine)
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|                 {
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|                     texEnvCombine = new osg::TexEnvCombine;
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|                     texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
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|                     texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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|                 }
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| 
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|                 stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON);
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| 
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|                 ++texunit;
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|             }
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| 
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|             // Add the actual layer texture multiplied by the alpha map.
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|             osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
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|             stateset->setTextureAttributeAndModes(texunit, tex.get());
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| 
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|             stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
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| 
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|             firstLayer = false;
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| 
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|             addPass(stateset);
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|         }
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|     }
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| 
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|     ShaderTechnique::ShaderTechnique(Shader::ShaderManager& shaderManager, bool forcePerPixelLighting, bool clampLighting, const std::vector<TextureLayer>& layers,
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|                                                    const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
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|     {
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|         bool firstLayer = true;
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|         int i=0;
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|         for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
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|         {
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|             osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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| 
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|             if (!firstLayer)
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|             {
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|                 stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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|                 stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
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|             }
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| 
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|             int texunit = 0;
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| 
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|             stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);
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| 
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|             stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
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| 
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|             stateset->addUniform(new osg::Uniform("diffuseMap", texunit));
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| 
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|             if(!firstLayer)
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|             {
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|                 ++texunit;
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|                 osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);
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| 
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|                 stateset->setTextureAttributeAndModes(texunit, blendmap.get());
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| 
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|                 stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
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|                 stateset->addUniform(new osg::Uniform("blendMap", texunit));
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|             }
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| 
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|             if (it->mNormalMap)
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|             {
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|                 ++texunit;
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|                 stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
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|                 stateset->addUniform(new osg::Uniform("normalMap", texunit));
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|             }
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| 
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|             Shader::ShaderManager::DefineMap defineMap;
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|             defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
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|             defineMap["clamp"] = clampLighting ? "1" : "0";
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|             defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
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|             defineMap["blendMap"] = !firstLayer ? "1" : "0";
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|             defineMap["colorMode"] = "2";
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|             defineMap["specularMap"] = it->mSpecular ? "1" : "0";
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|             defineMap["parallax"] = (it->mNormalMap && it->mParallax) ? "1" : "0";
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| 
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|             osg::ref_ptr<osg::Shader> vertexShader = shaderManager.getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
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|             osg::ref_ptr<osg::Shader> fragmentShader = shaderManager.getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
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|             if (!vertexShader || !fragmentShader)
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|                 throw std::runtime_error("Unable to create shader");
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| 
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|             stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));
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| 
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|             firstLayer = false;
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| 
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|             addPass(stateset);
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|         }
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|     }
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| 
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|     Effect::Effect(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager* shaderManager, const std::vector<TextureLayer> &layers, const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps,
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|                    int blendmapScale, float layerTileSize)
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|         : mShaderManager(shaderManager)
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|         , mUseShaders(useShaders)
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|         , mForcePerPixelLighting(forcePerPixelLighting)
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|         , mClampLighting(clampLighting)
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|         , mLayers(layers)
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|         , mBlendmaps(blendmaps)
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|         , mBlendmapScale(blendmapScale)
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|         , mLayerTileSize(layerTileSize)
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|     {
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|         selectTechnique(0);
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|     }
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| 
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|     bool Effect::define_techniques()
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|     {
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|         try
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|         {
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|             if (mUseShaders && mShaderManager)
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|                 addTechnique(new ShaderTechnique(*mShaderManager, mForcePerPixelLighting, mClampLighting, mLayers, mBlendmaps, mBlendmapScale, mLayerTileSize));
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|             else
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|                 addTechnique(new FixedFunctionTechnique(mLayers, mBlendmaps, mBlendmapScale, mLayerTileSize));
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|         }
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|         catch (std::exception& e)
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|         {
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|             std::cerr << "Error: " << e.what() << std::endl;
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|             addTechnique(new FixedFunctionTechnique(mLayers, mBlendmaps, mBlendmapScale, mLayerTileSize));
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|         }
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| 
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|         return true;
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|     }
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| 
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| }
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