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); osg::ref_ptr<osg::Depth> depth (new osg::Depth); depth->setFunction(osg::Depth::EQUAL); stateset->setAttributeAndModes(depth, osg::StateAttribute::ON); } int texunit = 0; stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap); osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat); texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f))); stateset->setTextureAttributeAndModes(texunit, texMat, 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()); // This is to map corner vertices directly to the center of a blendmap texel. osg::Matrixf texMat; float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f)); texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f)); texMat.preMultScale(osg::Vec3f(scale, scale, 1.f)); texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f)); stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat)); 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"; 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); } }
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); } }