FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<TextureLayer>& layers, const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize) { bool firstLayer = true; int i=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(!firstLayer) { osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++); 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()); stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON); firstLayer = false; addPass(stateset); } }
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) { // Try again without shader. Error already logged by above return createPasses(false, forcePerPixelLighting, clampLighting, shaderManager, layers, blendmaps, blendmapScale, layerTileSize); } 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; }
ShaderTechnique::ShaderTechnique(Shader::ShaderManager& shaderManager, bool forcePerPixelLighting, bool clampLighting, const std::vector<TextureLayer>& layers, const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize) { bool firstLayer = true; int i=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; stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap); 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(i++); 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)); firstLayer = false; addPass(stateset); } }