mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 06:56:38 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			164 lines
		
	
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			164 lines
		
	
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "material.hpp"
 | |
| 
 | |
| #include <stdexcept>
 | |
| 
 | |
| #include <osg/Depth>
 | |
| #include <osg/TexEnvCombine>
 | |
| #include <osg/Texture2D>
 | |
| #include <osg/TexMat>
 | |
| #include <osg/Material>
 | |
| 
 | |
| #include <components/shader/shadermanager.hpp>
 | |
| 
 | |
| 
 | |
| namespace Terrain
 | |
| {
 | |
| 
 | |
|     osg::ref_ptr<osg::TexMat> getBlendmapTexMat(int blendmapScale)
 | |
|     {
 | |
|         static std::map<int, osg::ref_ptr<osg::TexMat> > texMatMap;
 | |
|         osg::ref_ptr<osg::TexMat> texMat = texMatMap[blendmapScale];
 | |
|         if (!texMat)
 | |
|         {
 | |
|             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));
 | |
| 
 | |
|             texMat = new osg::TexMat(matrix);
 | |
| 
 | |
|             texMatMap[blendmapScale] = texMat;
 | |
|         }
 | |
|         return texMat;
 | |
|     }
 | |
| 
 | |
|     osg::ref_ptr<osg::TexMat> getLayerTexMat(float layerTileSize)
 | |
|     {
 | |
|         static std::map<float, osg::ref_ptr<osg::TexMat> > texMatMap;
 | |
|         osg::ref_ptr<osg::TexMat> texMat = texMatMap[layerTileSize];
 | |
|         if (!texMat)
 | |
|         {
 | |
|             texMat = new osg::TexMat(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
 | |
| 
 | |
|             texMatMap[layerTileSize] = texMat;
 | |
|         }
 | |
|         return texMat;
 | |
|     }
 | |
| 
 | |
|     osg::ref_ptr<osg::Depth> getEqualDepth()
 | |
|     {
 | |
|         static osg::ref_ptr<osg::Depth> depth;
 | |
|         if (!depth)
 | |
|         {
 | |
|             depth = new osg::Depth;
 | |
|             depth->setFunction(osg::Depth::EQUAL);
 | |
|         }
 | |
|         return depth;
 | |
|     }
 | |
| 
 | |
|     std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, bool forcePerPixelLighting, bool clampLighting, 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;
 | |
| 
 | |
|         bool firstLayer = true;
 | |
|         unsigned int blendmapIndex = 0;
 | |
|         unsigned int passIndex = 0;
 | |
|         for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
 | |
|         {
 | |
|             osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
 | |
| 
 | |
|             if (!firstLayer)
 | |
|             {
 | |
|                 stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
 | |
|                 stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
 | |
|             }
 | |
| 
 | |
|             int texunit = 0;
 | |
| 
 | |
|             if (useShaders)
 | |
|             {
 | |
|                 stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);
 | |
| 
 | |
|                 if (layerTileSize != 1.f)
 | |
|                     stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
 | |
| 
 | |
|                 stateset->addUniform(new osg::Uniform("diffuseMap", texunit));
 | |
| 
 | |
|                 if(!firstLayer)
 | |
|                 {
 | |
|                     ++texunit;
 | |
|                     osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);
 | |
| 
 | |
|                     stateset->setTextureAttributeAndModes(texunit, blendmap.get());
 | |
| 
 | |
|                     stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(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["forcePPL"] = forcePerPixelLighting ? "1" : "0";
 | |
|                 defineMap["clamp"] = clampLighting ? "1" : "0";
 | |
|                 defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
 | |
|                 defineMap["blendMap"] = !firstLayer ? "1" : "0";
 | |
|                 defineMap["colorMode"] = "2";
 | |
|                 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)
 | |
|                     throw std::runtime_error("Unable to create shader");
 | |
| 
 | |
|                 stateset->setAttributeAndModes(shaderManager->getProgram(vertexShader, fragmentShader));
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 if(!firstLayer)
 | |
|                 {
 | |
|                     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, getBlendmapTexMat(blendmapScale));
 | |
| 
 | |
|                     static osg::ref_ptr<osg::TexEnvCombine> texEnvCombine;
 | |
|                     if (!texEnvCombine)
 | |
|                     {
 | |
|                         texEnvCombine = new osg::TexEnvCombine;
 | |
|                         texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
 | |
|                         texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
 | |
|                     }
 | |
| 
 | |
|                     stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON);
 | |
| 
 | |
|                     ++texunit;
 | |
|                 }
 | |
| 
 | |
|                 // Add the actual layer texture multiplied by the alpha map.
 | |
|                 osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
 | |
|                 stateset->setTextureAttributeAndModes(texunit, tex.get());
 | |
| 
 | |
|                 if (layerTileSize != 1.f)
 | |
|                     stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
 | |
|             }
 | |
| 
 | |
|             firstLayer = false;
 | |
| 
 | |
|             stateset->setRenderBinDetails(passIndex++, "RenderBin");
 | |
| 
 | |
|             passes.push_back(stateset);
 | |
|         }
 | |
|         return passes;
 | |
|     }
 | |
| 
 | |
| }
 |