Exemple #1
0
    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);
        }
    }
Exemple #2
0
    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;
    }
Exemple #3
0
    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);
        }
    }