Example #1
0
   AxisRenderable::AxisRenderable(int lineCount,Ogre::Camera* camera,Ogre::Viewport* viewport) 
   {
        // Disable cast shadows by default
        mCastShadows = false;

      mPrevAxisGizmoSelAxis = -1;
      mCamera = camera;
      mViewport = viewport;

      m_max_line_count = m_line_count  = lineCount;
      m_line_count = 0;

      mLength = 200;
      mProjectDistance = mCamera->getFarClipDistance();
      m_local = false;
      m_locked_data = 0;
      //m_locked_buffer = 0;
      mRenderOp.vertexData = new Ogre::VertexData();
      m_radius = 0;

      mRenderOp.indexData = 0;
      mRenderOp.vertexData->vertexCount = m_line_count*2;
      mRenderOp.vertexData->vertexStart = 0;

      mRenderOp.operationType = Ogre::RenderOperation::OT_LINE_LIST; 
      mRenderOp.useIndexes = false; 

      Ogre::VertexDeclaration* decl = mRenderOp.vertexData->vertexDeclaration;
      Ogre::VertexBufferBinding* bind = mRenderOp.vertexData->vertexBufferBinding;

      decl->addElement(0, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
      decl->addElement(0, 3*sizeof(Ogre::Real), Ogre::VET_COLOUR, Ogre::VES_DIFFUSE);

      Ogre::HardwareVertexBufferSharedPtr vbuf = 
         Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
         decl->getVertexSize(0),
         2*m_max_line_count,
         Ogre::HardwareBuffer::HBU_WRITE_ONLY);

      bind->setBinding(0, vbuf);

      // Obtain the pure colour material
      Ogre::MaterialPtr pureColourMaterial = createPureColourMaterial(Ogre::ColourValue(1,1,0));

      Ogre::String realName = pureColourMaterial->getName() + "_NoDepthBuffer";
      Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName(realName);
      if (material.isNull())
      {
          // Clone to avoid confuse somewhere else that using the same material
          material = pureColourMaterial->clone(realName);
          material->setDepthCheckEnabled(false);
          material->setDepthWriteEnabled(false);
      }

      setMaterial(material->getName());

      mBox.setExtents(-10,-10,-10,10,10,10);
      setQueryFlags(0);
   }
Example #2
0
    Ogre::MaterialPtr
    IntersectGrid::_createIntersectGridMaterial(void)
    {
        String name = "IntersectGridMaterial";

        Ogre::ResourcePtr res = Ogre::MaterialManager::getSingleton().getByName(name);
        if (!res.isNull())
            return res;

        Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create(name, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
       
        material->setLightingEnabled(false);
        material->setSceneBlending(Ogre::SBF_SOURCE_ALPHA, Ogre::SBF_ONE_MINUS_SOURCE_ALPHA);
        material->setDepthWriteEnabled(false);
        // Use wireframe polygon mode
        material->getTechnique(0)->getPass(0)->setPolygonMode(Ogre::PM_WIREFRAME);

        return material;
    }
Example #3
0
void gkMaterialLoader::loadSubMeshMaterial(gkSubMesh* mesh, const gkString& group)
{
	using namespace Ogre;

	gkMaterialProperties& gma = mesh->getMaterial();
	if (gma.m_name.empty())
		gma.m_name = "<gkBuiltin/DefaultMaterial>";

	Ogre::MaterialPtr oma = Ogre::MaterialManager::getSingleton().getByName(gma.m_name.c_str(), group);
	if (!oma.isNull())
		return;

	oma = Ogre::MaterialManager::getSingleton().create(gma.m_name, group);

	if (gma.m_mode & gkMaterialProperties::MA_INVISIBLE)
	{
		// disable writing to this material
		oma->setReceiveShadows(false);
		oma->setColourWriteEnabled(false);
		oma->setDepthWriteEnabled(false);
		oma->setDepthCheckEnabled(false);
		oma->setLightingEnabled(false);
		return;
	}

	if (gma.m_mode & gkMaterialProperties::MA_TWOSIDE)
	{
		oma->setCullingMode(Ogre::CULL_NONE);
		oma->setManualCullingMode(Ogre::MANUAL_CULL_NONE);
	}

	// apply lighting params

	bool enableLights = (gma.m_mode & gkMaterialProperties::MA_LIGHTINGENABLED) != 0;
	oma->setReceiveShadows((gma.m_mode & gkMaterialProperties::MA_RECEIVESHADOWS) != 0);

	oma->setLightingEnabled(enableLights);
	if (enableLights)
	{
		gkColor emissive, ambient, specular, diffuse;

		emissive    = gma.m_diffuse * gma.m_emissive;
		ambient     = gma.m_diffuse * gma.m_ambient;
		specular    = gma.m_specular * gma.m_spec;
		diffuse     = gma.m_diffuse * (gma.m_emissive + gma.m_refraction);

		emissive.a = ambient.a = specular.a = 1.f;

		oma->setSelfIllumination(emissive);
		oma->setAmbient(ambient);
		oma->setSpecular(specular);
		oma->setDiffuse(diffuse);
		oma->setShininess(gma.m_hardness);
	}
	
	Ogre::Pass* pass = oma->getTechnique(0)->getPass(0);

	bool matBlending = gkEngine::getSingleton().getUserDefs().matblending;

	if (matBlending && (gma.m_mode & gkMaterialProperties::MA_HASRAMPBLEND))
	{
		switch (gma.m_rblend)
		{
		case GK_BT_MULTIPLY:			
			pass->setSceneBlending(SBT_MODULATE);			
			break;
		case GK_BT_SUBTRACT:			
			pass->setSceneBlending(SBF_ONE_MINUS_SOURCE_COLOUR, SBF_ONE);
			break;
		case GK_BT_DARKEN:
			pass->setSceneBlendingOperation(SBO_MIN);
			pass->setSceneBlending(SBF_ONE, SBF_ONE);
			break;
		case GK_BT_LIGHTEN:
			pass->setSceneBlendingOperation(SBO_MAX);
			pass->setSceneBlending(SBF_ONE, SBF_ONE);
			break;
		case GK_BT_SCREEN:			
			pass->setSceneBlending(SBF_ONE_MINUS_DEST_COLOUR, SBF_ONE);
			break;
		case GK_BT_ADDITIVE:
			pass->setSceneBlending(SBT_ADD);
			break;
		case GK_BT_MIXTURE:
		default:
			pass->setSceneBlending(SBF_ONE, SBF_ZERO);
			break;
		}
	}

	bool hasNormap = false;
	bool rtss = gkEngine::getSingleton().getUserDefs().rtss;

	for (int i = 0; i < gma.m_totaltex; ++i)
	{		
		gkTextureProperties& gte = gma.m_textures[i];

#ifdef OGREKIT_USE_RTSHADER_SYSTEM
		if (gte.m_mode & gkTextureProperties::TM_NORMAL)
		{
			hasNormap = true;
			continue;
		}
#endif
		Ogre::TextureUnitState* otus = pass->createTextureUnitState(gte.m_name, gte.m_layer);

		LayerBlendOperationEx op = LBX_MODULATE;

		switch (gte.m_blend)
		{
		case GK_BT_ADDITIVE:
			op = LBX_ADD;
			break;

		case GK_BT_SUBTRACT:			
			op = LBX_SUBTRACT;
			break;

		case GK_BT_DARKEN:	
		case GK_BT_LIGHTEN:	
		case GK_BT_SCREEN:
		case GK_BT_COLOR:
			//break; TODO: support more mode

		case GK_BT_MULTIPLY:
		case GK_BT_MIXTURE:
		default:
			op = LBX_MODULATE;
			break;
		}

		if (i == 0)
			otus->setColourOperationEx(op, LBS_DIFFUSE, LBS_TEXTURE);		
		else
			otus->setColourOperationEx(op);

		otus->setTextureScale(gte.m_scale[0],gte.m_scale[1]);
	}



	if (gma.m_mode & gkMaterialProperties::MA_ALPHABLEND)
	{
		pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
		pass->setDepthWriteEnabled(false);
	}

	if (gma.m_mode & gkMaterialProperties::MA_ALPHACLIP)
	{
		pass->setAlphaRejectSettings(Ogre::CMPF_GREATER_EQUAL, 254);
	}

#ifdef OGREKIT_USE_RTSHADER_SYSTEM
	
	if (rtss)
	{
		//pass->setSpecular(ColourValue::Black);
		//pass->setShininess(0.0);

		RTShader::RenderState* rs = 0;
		RTShader::ShaderGenerator* sg = Ogre::RTShader::ShaderGenerator::getSingletonPtr();
		bool ok = sg->createShaderBasedTechnique(gma.m_name, group, 
			Ogre::MaterialManager::DEFAULT_SCHEME_NAME, Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);

		if (ok && hasNormap)
		{
			rs = sg->getRenderState(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, gma.m_name, 0);
			rs->reset();

			for (int i = 0; i < gma.m_totaltex; ++i)
			{
				gkTextureProperties& gte = gma.m_textures[i];

				if (gte.m_mode & gkTextureProperties::TM_NORMAL)
				{
					GK_ASSERT(rs);

					RTShader::SubRenderState* srs= sg->createSubRenderState(RTShader::NormalMapLighting::Type);
				
					RTShader::NormalMapLighting* nsrs = static_cast<RTShader::NormalMapLighting*>(srs);
					if (gte.m_texmode & gkTextureProperties::TX_OBJ_SPACE)
						nsrs->setNormalMapSpace(RTShader::NormalMapLighting::NMS_OBJECT);
					else
						nsrs->setNormalMapSpace(RTShader::NormalMapLighting::NMS_TANGENT);
					nsrs->setNormalMapTextureName(gte.m_name);
					nsrs->setTexCoordIndex(gte.m_layer);

					rs->addTemplateSubRenderState(srs);
				}
			}

			sg->invalidateMaterial(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, gma.m_name);
		}
	}
#endif
}
void AerialMapDisplay::assembleScene() {
  if (!dirty_) {
    return; //  nothing to update
  }
  dirty_ = false;
  
  if (!loader_) {
    return; //  no tiles loaded, don't do anything
  }
  
  //  get rid of old geometry, we will re-build this
  clearGeometry();
  
  //  iterate over all tiles and create an object for each of them
  const double resolution = loader_->resolution();
  const std::vector<TileLoader::MapTile> &tiles = loader_->tiles();
  for (const TileLoader::MapTile &tile : tiles) {
    const int w = tile.image().width();
    const int h = tile.image().height();
    //  we here assume that the tiles are uniformly sized...
    const double tileW = w * resolution;
    const double tileH = h * resolution;
    const double origin_x = -loader_->originX() * tileW;
    const double origin_y = -(1 - loader_->originY()) * tileH;

    //  determine location of this tile
    const double x = (tile.x() - loader_->tileX()) * tileW + origin_x;
    const double y = -(tile.y() - loader_->tileY()) * tileH + origin_y;
    //  don't re-use any ids
    const std::string name_suffix =
        std::to_string(tile.x()) + "_" + std::to_string(tile.y()) + "_" +
        std::to_string(map_id_) + "_" + std::to_string(scene_id_);

    Ogre::TexturePtr tex;
    if (tile.hasImage()) {
      //  one material per texture
      std::string matName = "material_" + name_suffix;
      Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().create(
          matName, Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
      material->setReceiveShadows(false);
      material->getTechnique(0)->setLightingEnabled(false);
      material->setDepthBias(-16.0f,
                             0.0f); /// @todo: what the fuck does this do?
      material->setCullingMode(Ogre::CULL_NONE);
      material->setDepthWriteEnabled(false);

      //  create textureing unit
      Ogre::Pass *pass = material->getTechnique(0)->getPass(0);
      Ogre::TextureUnitState *tex_unit = NULL;
      if (pass->getNumTextureUnitStates() > 0) {
        tex_unit = pass->getTextureUnitState(0);
      } else {
        tex_unit = pass->createTextureUnitState();
      }

      //  only add if we have a texture for it
      tex = textureFromImage(tile.image(), "texture_" + name_suffix);

      ROS_INFO("Rendering with texture: %s", tex->getName().c_str());
      tex_unit->setTextureName(tex->getName());
      tex_unit->setTextureFiltering(Ogre::TFO_BILINEAR);

      //  create an object
      const std::string obj_name = "object_" + name_suffix;
      Ogre::ManualObject *obj = scene_manager_->createManualObject(obj_name);
      scene_node_->attachObject(obj);

      //  configure depth & alpha properties
      if (alpha_ >= 0.9998) {
        material->setDepthWriteEnabled(!draw_under_);
        material->setSceneBlending(Ogre::SBT_REPLACE);
      } else {
        material->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
        material->setDepthWriteEnabled(false);
      }

      if (draw_under_) {
        obj->setRenderQueueGroup(Ogre::RENDER_QUEUE_4);
      } else {
        obj->setRenderQueueGroup(Ogre::RENDER_QUEUE_MAIN);
      }

      tex_unit->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL,
                                  Ogre::LBS_CURRENT, alpha_);

      //  create a quad for this tile
      obj->begin(material->getName(), Ogre::RenderOperation::OT_TRIANGLE_LIST);

      //  bottom left
      obj->position(x, y, 0.0f);
      obj->textureCoord(0.0f, 0.0f);
      obj->normal(0.0f, 0.0f, 1.0f);

      // top right
      obj->position(x + tileW, y + tileH, 0.0f);
      obj->textureCoord(1.0f, 1.0f);
      obj->normal(0.0f, 0.0f, 1.0f);

      // top left
      obj->position(x, y + tileH, 0.0f);
      obj->textureCoord(0.0f, 1.0f);
      obj->normal(0.0f, 0.0f, 1.0f);

      //  bottom left
      obj->position(x, y, 0.0f);
      obj->textureCoord(0.0f, 0.0f);
      obj->normal(0.0f, 0.0f, 1.0f);

      // bottom right
      obj->position(x + tileW, y, 0.0f);
      obj->textureCoord(1.0f, 0.0f);
      obj->normal(0.0f, 0.0f, 1.0f);

      // top right
      obj->position(x + tileW, y + tileH, 0.0f);
      obj->textureCoord(1.0f, 1.0f);
      obj->normal(0.0f, 0.0f, 1.0f);

      obj->end();

      if (draw_under_property_->getValue().toBool()) {
        //  render under everything else
        obj->setRenderQueueGroup(Ogre::RENDER_QUEUE_4);
      }

      MapObject object;
      object.object = obj;
      object.texture = tex;
      object.material = material;
      objects_.push_back(object);
    }
  }
  scene_id_++;
}