void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction) { // use a define map to conditionally compile the shader std::map<std::string, std::string> defineMap; defineMap.insert(std::make_pair(std::string("refraction_enabled"), std::string(refraction ? "1" : "0"))); Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager(); osg::ref_ptr<osg::Shader> vertexShader (shaderMgr.getShader("water_vertex.glsl", defineMap, osg::Shader::VERTEX)); osg::ref_ptr<osg::Shader> fragmentShader (shaderMgr.getShader("water_fragment.glsl", defineMap, osg::Shader::FRAGMENT)); osg::ref_ptr<osg::Texture2D> normalMap (new osg::Texture2D(readPngImage(mResourcePath + "/shaders/water_nm.png"))); if (normalMap->getImage()) normalMap->getImage()->flipVertical(); normalMap->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); normalMap->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); normalMap->setMaxAnisotropy(16); normalMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); normalMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); osg::ref_ptr<osg::StateSet> shaderStateset = new osg::StateSet; shaderStateset->addUniform(new osg::Uniform("normalMap", 0)); shaderStateset->addUniform(new osg::Uniform("reflectionMap", 1)); shaderStateset->setTextureAttributeAndModes(0, normalMap, osg::StateAttribute::ON); shaderStateset->setTextureAttributeAndModes(1, reflection->getReflectionTexture(), osg::StateAttribute::ON); if (refraction) { shaderStateset->setTextureAttributeAndModes(2, refraction->getRefractionTexture(), osg::StateAttribute::ON); shaderStateset->setTextureAttributeAndModes(3, refraction->getRefractionDepthTexture(), osg::StateAttribute::ON); shaderStateset->addUniform(new osg::Uniform("refractionMap", 2)); shaderStateset->addUniform(new osg::Uniform("refractionDepthMap", 3)); shaderStateset->setRenderBinDetails(MWRender::RenderBin_Default, "RenderBin"); } else { shaderStateset->setMode(GL_BLEND, osg::StateAttribute::ON); shaderStateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin"); osg::ref_ptr<osg::Depth> depth (new osg::Depth); depth->setWriteMask(false); shaderStateset->setAttributeAndModes(depth, osg::StateAttribute::ON); } shaderStateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF); shaderStateset->addUniform(mRainIntensityUniform.get()); osg::ref_ptr<osg::Program> program (new osg::Program); program->addShader(vertexShader); program->addShader(fragmentShader); shaderStateset->setAttributeAndModes(program, osg::StateAttribute::ON); node->setStateSet(shaderStateset); node->setUpdateCallback(NULL); }
HRESULT DrawableObject::CreateNormalMap() { // Convert std:string to std::wstring std::wstring normalMap( m_meshInfo.normalMapName.begin(), m_meshInfo.normalMapName.end() ); // Read texture HRESULT hr = CreateDDSTextureFromFile( m_device , normalMap.c_str(), (ID3D11Resource**)&m_texture, nullptr ); if( FAILED( hr ) ) return hr; return hr = m_device->CreateShaderResourceView( m_texture, nullptr, &m_normalmapRCV ); }
void XmlParser::readMeshs(Renderer * renderer ,Scene * scene, XmlNode * meshNode) { // Read mesh while(meshNode) { // Create cube glm::mat4 id; MeshObject * mesh = new MeshObject(id); // Read shaders and init it int basicShader = renderer->getDefaultBasicShader(); int lightShader = renderer->getDefaultLightShader(); XmlNode * basicShaderNode = meshNode->first_node("basic-shader"); XmlNode * lightShaderNode = meshNode->first_node("light-shader"); // If there is a basic shader node if (basicShaderNode) { XmlAttr * vert, * frag; xmlAttribute(vert, basicShaderNode); xmlAttribute(frag, basicShaderNode); // Create new shader basicShader = renderer->createShaderProg(vert->value(), frag->value()); } // If there is a light shader node if (lightShaderNode) { XmlAttr * vert, * frag; xmlAttribute(vert, lightShaderNode); xmlAttribute(frag, lightShaderNode); // Create new shader lightShader = renderer->createShaderProg(vert->value(), frag->value()); } // Init mesh mesh->init(basicShader, lightShader); // Load file (it must exist) XmlAttr * file; xmlAttribute(file, meshNode); mesh->loadFromFile(file->value()); // Try to read model readModel(mesh, meshNode->first_node("model")); // Add c to scene scene->addGameObject(mesh); // Set texture XmlNode * textureNode = meshNode->first_node("texture"); if (textureNode) { // Get file name XmlAttr * file; xmlAttribute(file, textureNode); // Create texture Texture texture(GL_TEXTURE0, std::string(file->value())); // Set texture mesh->setTexture(texture); } // Set normal map XmlNode * normalMapNode = meshNode->first_node("normal-map"); if (normalMapNode) { // Get file name XmlAttr * file; xmlAttribute(file, normalMapNode); // Create texture Texture normalMap(GL_TEXTURE2, std::string(file->value())); // Set texture mesh->setNormalMap(normalMap); } // Set material XmlNode * material = meshNode->first_node("material"); if (material) { // Create material Material * m = new Material(); // Set emissive XmlNode * emissive = material->first_node("emissive"); if (emissive) { XmlAttr * r, *g, *b; xmlAttribute(r, emissive); xmlAttribute(g, emissive); xmlAttribute(b, emissive); // Set diffuse m->setEmissive(atof(r->value()), atof(g->value()), atof(b->value())); } // Read ambient XmlNode * ambient = material->first_node("ambient"); if (ambient) { XmlAttr * r, *g, *b; xmlAttribute(r, ambient); xmlAttribute(g, ambient); xmlAttribute(b, ambient); // Set diffuse m->setAmbient(atof(r->value()), atof(g->value()), atof(b->value())); } // Read diffuse XmlNode * diffuse = material->first_node("diffuse"); if (diffuse) { XmlAttr * r, *g, *b; xmlAttribute(r, diffuse); xmlAttribute(g, diffuse); xmlAttribute(b, diffuse); // Set diffuse m->setDiffuse(atof(r->value()), atof(g->value()), atof(b->value())); } // Read specular XmlNode * specular = material->first_node("specular"); if (specular) { XmlAttr * r, *g, *b; xmlAttribute(r, specular); xmlAttribute(g, specular); xmlAttribute(b, specular); // Set diffuse m->setSpecular(atof(r->value()), atof(g->value()), atof(b->value())); } // Read specular XmlNode * shininess = material->first_node("shininess"); if (shininess) { XmlAttr * value; xmlAttribute(value, shininess); // Set diffuse m->setShininess(atof(value->value())); } // Set material mesh->setMaterial(m); } // Read Scripts XmlNode * scripts = meshNode->first_node("scripts"); readScripts(scene, mesh, scripts); // Get next cube meshNode = meshNode->next_sibling("mesh"); } }