コード例 #1
0
ファイル: DepthOfFieldEffect.cpp プロジェクト: Winceros/main
DOFManager::DOFManager(Ogre::SceneManager *m, Ogre::Viewport *mViewport, Ogre::Root *root, Ogre::Camera *cam) : mRoot(root), mCamera(cam), mSceneMgr(m)
{
	mFocusMode = Manual;
	mAutoSpeed = 30;
	mAutoTime = 0.5f;
	targetFocalDistance = 5;

	mDepthOfFieldEffect = new DepthOfFieldEffect(mViewport, mCamera);
	mLens = new Lens(mCamera->getFOVy(), 1);
	mLens->setFocalDistance(5);
	//mLens->setFStop(10);
//	mDepthOfFieldEffect->setEnabled(false);
	mRoot->addFrameListener(this);

	mRaySceneQuery = mSceneMgr->createRayQuery(Ogre::Ray());
	mRaySceneQuery->setSortByDistance(true);
	//mRaySceneQuery->setQueryMask(queryMask);

	debugNode = 0;
	bool debug = BSETTING("DOFDebug");
	if(debug)
	{
		MaterialPtr material = MaterialManager::getSingleton().getByName("DoF_DepthDebug");
		material->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("DoF_Depth");
		Overlay* overlay = OverlayManager::getSingleton().getByName("DoF_DepthDebugOverlay");
		overlay->show();

		debugNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
		Entity *ent = mSceneMgr->createEntity("sphere.mesh");
		debugNode->attachObject(ent);
		debugNode->setScale(0.5, 0.5, 0.5);
	}
}
コード例 #2
0
ファイル: DepthOfFieldEffect.cpp プロジェクト: tizbac/ror-ng
DOFManager::DOFManager()
{
	mFocusMode = Manual;
	mAutoSpeed = 30;
	mAutoTime = 0.5f;
	targetFocalDistance = 5.0f;

	mDepthOfFieldEffect = new DepthOfFieldEffect();
	mLens = new Lens(gEnv->mainCamera->getFOVy(), 2.8f);

	gEnv->ogreRoot->addFrameListener(this);

	//mRaySceneQuery = gEnv->sceneManager->createRayQuery(Ogre::Ray());
	//mRaySceneQuery->setSortByDistance(true);
	//mRaySceneQuery->setQueryMask(queryMask);

	debugNode = 0;
	if (BSETTING("DOFDebug", false))
	{
		MaterialPtr material = MaterialManager::getSingleton().getByName("DoF_DepthDebug");
		material->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("DoF_Depth");
		Overlay* overlay = OverlayManager::getSingleton().getByName("DoF_DepthDebugOverlay");
		overlay->show();

		debugNode = gEnv->sceneManager->getRootSceneNode()->createChildSceneNode();
		Entity *ent = gEnv->sceneManager->createEntity("sphere.mesh");
		debugNode->attachObject(ent);
		debugNode->setScale(0.5, 0.5, 0.5);
	}
}
コード例 #3
0
ファイル: HUDCentre.cpp プロジェクト: beorc/flare_star
void HUDCentre::ShowGuiltyConscienceOverlay(bool show)
{   
	if (GuiltyConscienceOverlayVisible==show)
		return;
	Overlay* o = OverlayManager::getSingleton().getByName("GuiltyConscienceOverlay");
	if (!o)
		OGRE_EXCEPT( Exception::ERR_ITEM_NOT_FOUND, "Could not find overlay GuiltyConscienceOverlay",
		"ShowGuiltyConscienceOverlay" );	
	if (show)
		o->show();
	else
		o->hide();

	GuiltyConscienceOverlayVisible = show;
}
コード例 #4
0
ファイル: ShadowManager.cpp プロジェクト: fidoj/rigs-of-rods
int ShadowManager::updateShadowTechnique()
{
    float scoef = 0.5;
    gEnv->sceneManager->setShadowColour(Ogre::ColourValue(0.563 + scoef, 0.578 + scoef, 0.625 + scoef));
    gEnv->sceneManager->setShowDebugShadows(false);

    RoR::App::GfxShadowType type = RoR::App::GetGfxShadowType();

    if (type == RoR::App::GFX_SHADOW_TYPE_TEXTURE)
    {
        gEnv->sceneManager->setShadowFarDistance(RoR::App::GetGfxSightRange());
        processTextureShadows();
    }
    else if (type == RoR::App::GFX_SHADOW_TYPE_PSSM)
    {
        processPSSM();
        if (gEnv->sceneManager->getShowDebugShadows())
        {
            // add the overlay elements to show the shadow maps:
            // init overlay elements
            OverlayManager& mgr = Ogre::OverlayManager::getSingleton();
            Overlay* overlay = mgr.create("DebugOverlay");

            for (int i = 0; i < PSSM_Shadows.ShadowsTextureNum; ++i)
            {
                TexturePtr tex = gEnv->sceneManager->getShadowTexture(i);

                // Set up a debug panel to display the shadow
                MaterialPtr debugMat = MaterialManager::getSingleton().create("Ogre/DebugTexture" + StringConverter::toString(i), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
                debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
                TextureUnitState* t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
                t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

                OverlayContainer* debugPanel = (OverlayContainer*)(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
                debugPanel->_setPosition(0.8, i * 0.25);
                debugPanel->_setDimensions(0.2, 0.24);
                debugPanel->setMaterialName(debugMat->getName());
                debugPanel->setEnabled(true);
                overlay->add2D(debugPanel);
                overlay->show();
            }
        }
    }
    return 0;
}
コード例 #5
0
	//-------------------------------------------------------------------------
	void ProfilerConfigurator::preRenderScene(Viewport* _viewport)
	{
		Overlay* overlayProfiler = nullptr;
		if(Profiler::getSingletonPtr())
		{
			// Enable/disable the Ogre profiler
			if(Profiler::getSingleton().getEnabled() != mProfilerEnabled)
				Profiler::getSingleton().setEnabled(mProfilerEnabled);

			// Show the profiler's overlay, if enabled.
			if(mProfilerEnabled)
			{
				overlayProfiler = OverlayManager::getSingleton().getByName("Profiler");
				if(overlayProfiler)
					overlayProfiler->show();
			}
		}
	}
コード例 #6
0
//-------------------------------------------------------------------------------------
void ScriptInterpreter::createScene(void)
{
	if (mScriptSourceMode == SSM_SCRIPTDIR)
	{
		ResourceGroupManager::getSingleton().destroyResourceGroup("Scripts");
		ResourceGroupManager::getSingleton().createResourceGroup("Scripts");
		ResourceGroupManager::getSingleton().addResourceLocation(mScriptDir, "FileSystem", "Scripts");
	}
	mDefaultTriangleBuffer = PlaneGenerator().buildTriangleBuffer();
	Overlay* o = OverlayManager::getSingleton().create("myOverlay");
	OverlayContainer* cont = (OverlayContainer*)OverlayManager::getSingleton().createOverlayElement("Panel","myCont");
	o->add2D(cont);
	mTextMessage = OverlayManager::getSingleton().createOverlayElement("TextArea","myText");
	cont->addChild(mTextMessage);
	mTextMessage->setCaption("Ogre program");
	mTextMessage->setParameter("font_name","SdkTrays/Caption");
	o->show();

	checkScriptModified();
}
コード例 #7
0
DebugOverlay::DebugOverlay(Ogre::Camera *camera)
{
	myCamera = camera;

	Ogre::OverlayManager& overlayManager = Ogre::OverlayManager::getSingleton();
	panel = static_cast<OverlayContainer*>(overlayManager.createOverlayElement("Panel", "PanelName"));
	panel->setMetricsMode(Ogre::GMM_PIXELS);
	panel->setPosition(10, 10);
	panel->setDimensions(100, 100);
	// Create a text area
	FontManager &fontMgr = FontManager::getSingleton();
	ResourcePtr font = fontMgr.create("MyFont","General");
	font->setParameter("type","truetype");
	font->setParameter("source","trebuc.ttf");
	font->setParameter("size","26");	
	font->setParameter("resolution","96");
	font->load();


	textArea = static_cast<TextAreaOverlayElement*>(
	overlayManager.createOverlayElement("TextArea", "TextAreaName"));
	textArea->setMetricsMode(Ogre::GMM_PIXELS);
	textArea->setPosition(0, 0);
	textArea->setDimensions(100, 100);
	textArea->setCaption("LOADING..");
	textArea->setCharHeight(16);
	textArea->setFontName("MyFont");
	textArea->setColourBottom(ColourValue(0.3, 0.5, 0.3));
	textArea->setColourTop(ColourValue(0.5, 0.7, 0.5));
	
	// Create an overlay, and add the panel
	Overlay* overlay = overlayManager.create("OverlayName");
	overlay->add2D(panel);
 
	// Add the text area to the panel
	panel->addChild(textArea);
 
	// Show the overlay
	overlay->show();
}
コード例 #8
0
    // Just override the mandatory create scene method
    void createScene(void)
    {
		RenderSystem *rs = Root::getSingleton().getRenderSystem();
		const RenderSystemCapabilities* caps = rs->getCapabilities();
        if (!caps->hasCapability(RSC_VERTEX_PROGRAM) || !(caps->hasCapability(RSC_FRAGMENT_PROGRAM)))
        {
            OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Your card does not support vertex and fragment programs, so cannot "
                "run this demo. Sorry!", 
                "DeferredShading::createScene");
        }
		if (caps->getNumMultiRenderTargets()<2)
        {
            OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Your card does not support at least two simultaneous render targets, so cannot "
                "run this demo. Sorry!", 
                "DeferredShading::createScene");
        }

		// Prepare athene mesh for normalmapping
        MeshPtr pAthene = MeshManager::getSingleton().load("athene.mesh", 
            ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
        unsigned short src, dest;
        if (!pAthene->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
            pAthene->buildTangentVectors(VES_TANGENT, src, dest);
		// Prepare knot mesh for normal mapping
		pAthene = MeshManager::getSingleton().load("knot.mesh", 
            ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
        if (!pAthene->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
            pAthene->buildTangentVectors(VES_TANGENT, src, dest);

        // Set ambient light
        mSceneMgr->setAmbientLight(ColourValue(0.2, 0.2, 0.15));
        // Skybox
        mSceneMgr->setSkyBox(true, "DeferredDemo/SkyBox");

		// Create "root" node
		SceneNode* rootNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();

		Entity* athena = mSceneMgr->createEntity("Athena", "athene.mesh");
		athena->setMaterialName("DeferredDemo/DeferredAthena");
		SceneNode *aNode = rootNode->createChildSceneNode();
		aNode->attachObject( athena );
		aNode->setPosition(-100, 40, 100);

		// Create a prefab plane
		mPlane = new MovablePlane("ReflectPlane");
		mPlane->d = 0;
		mPlane->normal = Vector3::UNIT_Y;
		MeshManager::getSingleton().createCurvedPlane("ReflectionPlane", 
			ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, 
			*mPlane,
			2000, 2000, -1000,
			20, 20, 
			true, 1, 10, 10, Vector3::UNIT_Z);
		mPlaneEnt = mSceneMgr->createEntity( "Plane", "ReflectionPlane" );
		mPlaneNode = rootNode->createChildSceneNode();
		mPlaneNode->attachObject(mPlaneEnt);
		mPlaneNode->translate(-5, -30, 0);
		//mPlaneNode->roll(Degree(5));
		mPlaneEnt->setMaterialName("DeferredDemo/Ground");

		// Create an entity from a model (will be loaded automatically)
		Entity* knotEnt = mSceneMgr->createEntity("Knot", "knot.mesh");
		knotEnt->setMaterialName("DeferredDemo/RockWall");
		knotEnt->setMeshLodBias(0.25f);

		// Create an entity from a model (will be loaded automatically)
		Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");
		ogreHead->getSubEntity(0)->setMaterialName("DeferredDemo/Ogre/Eyes");// eyes
		ogreHead->getSubEntity(1)->setMaterialName("DeferredDemo/Ogre/Skin"); 
		ogreHead->getSubEntity(2)->setMaterialName("DeferredDemo/Ogre/EarRing"); // earrings
		ogreHead->getSubEntity(3)->setMaterialName("DeferredDemo/Ogre/Tusks"); // tusks
		rootNode->createChildSceneNode( "Head" )->attachObject( ogreHead );

		// Add a whole bunch of extra entities to fill the scene a bit
		Entity *cloneEnt;
		int N=4;
		for (int n = 0; n < N; ++n)
		{
			float theta = 2.0f*Math::PI*(float)n/(float)N;
			// Create a new node under the root
			SceneNode* node = mSceneMgr->createSceneNode();
			// Random translate
			Vector3 nodePos;
			nodePos.x = Math::SymmetricRandom() * 40.0 + Math::Sin(theta) * 500.0;
			nodePos.y = Math::SymmetricRandom() * 20.0 - 40.0;
			nodePos.z = Math::SymmetricRandom() * 40.0 + Math::Cos(theta) * 500.0;
			node->setPosition(nodePos);
			Quaternion orientation(Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom());
			orientation.normalise();
			node->setOrientation(orientation);
			rootNode->addChild(node);
			// Clone knot
			char cloneName[12];
			sprintf(cloneName, "Knot%d", n);
			cloneEnt = knotEnt->clone(cloneName);
			// Attach to new node
			node->attachObject(cloneEnt);

		}

        mCamera->setPosition(-50, 100, 500);
        mCamera->lookAt(0,0,0);

		// show overlay
		Overlay* overlay = OverlayManager::getSingleton().getByName("Example/ShadowsOverlay");    
		overlay->show();

		mSystem = new DeferredShadingSystem(mWindow->getViewport(0), mSceneMgr, mCamera);

		// Create main, moving light
		MLight* l1 = mSystem->createMLight();//"MainLight");
        l1->setDiffuseColour(0.75f, 0.7f, 0.8f);
		l1->setSpecularColour(0.85f, 0.9f, 1.0f);
		
		SceneNode *lightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
		lightNode->attachObject(l1);

		// Create a track for the light
        Animation* anim = mSceneMgr->createAnimation("LightTrack", 16);
        // Spline it for nice curves
        anim->setInterpolationMode(Animation::IM_SPLINE);
        // Create a track to animate the camera's node
        NodeAnimationTrack* track = anim->createNodeTrack(0, lightNode);
        // Setup keyframes
        TransformKeyFrame* key = track->createNodeKeyFrame(0); // A start position
        key->setTranslate(Vector3(300,300,-300));
        key = track->createNodeKeyFrame(4);//B
        key->setTranslate(Vector3(300,300,300));
        key = track->createNodeKeyFrame(8);//C
        key->setTranslate(Vector3(-300,300,300));
        key = track->createNodeKeyFrame(12);//D
        key->setTranslate(Vector3(-300,300,-300));
		key = track->createNodeKeyFrame(16);//D
        key->setTranslate(Vector3(300,300,-300));
        // Create a new animation state to track this
        SharedData::getSingleton().mAnimState = mSceneMgr->createAnimationState("LightTrack");
        SharedData::getSingleton().mAnimState->setEnabled(true);

		// Create some happy little lights
		createSampleLights();

		// safely setup application's (not postfilter!) shared data
		SharedData::getSingleton().iCamera = mCamera;
		SharedData::getSingleton().iRoot = mRoot;
		SharedData::getSingleton().iWindow = mWindow;
		SharedData::getSingleton().iActivate = true;
		SharedData::getSingleton().iGlobalActivate = true;
		SharedData::getSingleton().iSystem = mSystem;
		SharedData::getSingleton().iMainLight = l1;
	}
コード例 #9
0
///  Shadows config
//---------------------------------------------------------------------------------------------------
void App::changeShadows()
{	
	QTimer ti;  ti.update();  /// time
	
	//  get settings
	bool enabled = pSet->shadow_type != 0;
	bool bDepth = pSet->shadow_type >= 2;
	bool bSoft = pSet->shadow_type == 3;
	
	pSet->shadow_size = std::max(0,std::min(ciShadowNumSizes-1, pSet->shadow_size));
	int fTex = /*2048*/ ciShadowSizesA[pSet->shadow_size], fTex2 = fTex/2;
	int num = /*3*/ pSet->shadow_count;
		
	// disable 4 shadow textures (does not work because no texcoord's left in shader)
	if (num == 4) num = 3;

	TerrainMaterialGeneratorB::SM2Profile* matProfile = 0;
	
	if (mTerrainGlobals)
	{
		matProfile = (TerrainMaterialGeneratorB::SM2Profile*) mTerrainGlobals->getDefaultMaterialGenerator()->getActiveProfile();
		if (matProfile)
		{	matProfile->setReceiveDynamicShadowsEnabled(enabled);
			matProfile->setReceiveDynamicShadowsLowLod(true);
			matProfile->setGlobalColourMapEnabled(false);

			matProfile->setLayerSpecularMappingEnabled(pSet->ter_mtr >= 1);  // ter mtr
			matProfile->setLayerNormalMappingEnabled(  pSet->ter_mtr >= 2);
			matProfile->setLayerParallaxMappingEnabled(pSet->ter_mtr >= 3);
	}	}
	

	if (!enabled)  {
		mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);  /*return;*/ }

	else
	{
		// General scene setup
		//mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED);
		mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED);
		mSceneMgr->setShadowFarDistance(pSet->shadow_dist);  // 3000
		mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, num);

		if (mPSSMSetup.isNull())
		{
			// shadow camera setup
			PSSMShadowCameraSetup* pssmSetup = new PSSMShadowCameraSetup();
			#ifndef ROAD_EDITOR
			pssmSetup->setSplitPadding(mSplitMgr->mCameras.front()->getNearClipDistance());
			//pssmSetup->setSplitPadding(10);
			pssmSetup->calculateSplitPoints(num, mSplitMgr->mCameras.front()->getNearClipDistance(), mSceneMgr->getShadowFarDistance());
			#else
			pssmSetup->setSplitPadding(mCamera->getNearClipDistance());
			//pssmSetup->setSplitPadding(10);
			pssmSetup->calculateSplitPoints(num, mCamera->getNearClipDistance(), mSceneMgr->getShadowFarDistance());
			#endif
			for (int i=0; i < num; ++i)
			{	//int size = i==0 ? fTex : fTex2;
				const Real cAdjfA[5] = {2, 1, 0.5, 0.25, 0.125};
				pssmSetup->setOptimalAdjustFactor(i, cAdjfA[std::min(i, 4)]);
			}
			materialFactory->setPSSMCameraSetup(pssmSetup);
			mPSSMSetup.bind(pssmSetup);
		}
		mSceneMgr->setShadowCameraSetup(mPSSMSetup);

		mSceneMgr->setShadowTextureCount(num);
		for (int i=0; i < num; ++i)
		{	int size = i==0 ? fTex : fTex2;
		
			PixelFormat pf;
			if (bDepth && !bSoft) pf = PF_FLOAT32_R;
			else if (bSoft) pf = PF_FLOAT16_RGB;
			else pf = PF_X8B8G8R8;
			
			mSceneMgr->setShadowTextureConfig(i, size, size, pf);
		}
		
		mSceneMgr->setShadowTextureSelfShadow(bDepth ? true : false);  //-?
		mSceneMgr->setShadowCasterRenderBackFaces((bDepth && !bSoft) ? true : false);
		
		String shadowCasterMat;
		if (bDepth && !bSoft) shadowCasterMat = "PSSM/shadow_caster";
		else if (bSoft) shadowCasterMat = "PSVSM/shadow_caster";
		else shadowCasterMat = StringUtil::BLANK;
		
		mSceneMgr->setShadowTextureCasterMaterial(shadowCasterMat);

		if (matProfile && terrain)  {
			matProfile->setReceiveDynamicShadowsDepth(bDepth);
			matProfile->setReceiveDynamicShadowsPSSM(static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get()));
			MaterialPtr mtr = matProfile->generateForCompositeMap(terrain);
			//LogO(mtr->getBestTechnique()->getPass(0)->getTextureUnitState(0)->getName());
			//LogO(String("Ter mtr: ") + mtr->getName());

		}
	}
	
	materialFactory->setTerrain(terrain);
	materialFactory->setNumShadowTex(num);
	materialFactory->setShadows(pSet->shadow_type != 0);
	materialFactory->setShadowsDepth(bDepth);
	materialFactory->setShadowsSoft(bSoft);
	materialFactory->generate();
	
	#if 0	// shadow tex overlay
	// add the overlay elements to show the shadow maps:
	// init overlay elements
	OverlayManager& mgr = OverlayManager::getSingleton();
	Overlay* overlay;
	
	// destroy if already exists
	if (overlay = mgr.getByName("DebugOverlay"))
		mgr.destroy(overlay);
		
	overlay = mgr.create("DebugOverlay");
	
	TexturePtr tex;
	for (size_t i = 0; i < 2; ++i) {
		//TexturePtr tex = mSceneMgr->getShadowTexture(i);
		if (i == 0) tex = TextureManager::getSingleton().getByName("PlaneReflection"); 
		else tex = TextureManager::getSingleton().getByName("PlaneRefraction"); 
		
		// Set up a debug panel to display the shadow
		
		if (MaterialManager::getSingleton().resourceExists("Ogre/DebugTexture" + toStr(i)))
			MaterialManager::getSingleton().remove("Ogre/DebugTexture" + toStr(i));
		MaterialPtr debugMat = MaterialManager::getSingleton().create(
			"Ogre/DebugTexture" + toStr(i), 
			ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
			
		debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
		TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
		t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

		OverlayContainer* debugPanel;
		
		// destroy container if exists
		try
		{
			if (debugPanel = 
				static_cast<OverlayContainer*>(
					mgr.getOverlayElement("Ogre/DebugTexPanel" + toStr(i)
				)))
				mgr.destroyOverlayElement(debugPanel);
		}
		catch (Ogre::Exception&) {}
		
		debugPanel = (OverlayContainer*)
			(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
		debugPanel->_setPosition(0.8, i*0.25);
		debugPanel->_setDimensions(0.2, 0.24);
		debugPanel->setMaterialName(debugMat->getName());
		debugPanel->show();
		overlay->add2D(debugPanel);
		overlay->show();
	}
	#endif
	
	// -------------------   update the paged-geom materials
	
	// grass is not cloned, just need to set new shader parameters
	if (grass)
	{
		GrassLoader *grassLoader = static_cast<GrassLoader*>(grass->getPageLoader());
		for (std::list<GrassLayer*>::iterator it= grassLoader->getLayerList().begin();
			it != grassLoader->getLayerList().end(); ++it)
		{
			GrassLayer* layer = (*it);
			layer->applyShader();
		}
	}
	
	// trees are more complicated since they are cloned
	//!todo this doesn't work (tree material does not update immediately)
	if(trees)
	{
		trees->reloadGeometry();
		std::vector<ResourcePtr> reosurceToDelete;
		ResourceManager::ResourceMapIterator it = MaterialManager::getSingleton().getResourceIterator();
		while (it.hasMoreElements())
		{
			ResourcePtr material = it.getNext();
			String materialName = material->getName();
			std::string::size_type pos =materialName.find("BatchMat|");
			if( pos != std::string::npos ) {
				reosurceToDelete.push_back(material);
			}
		}
		for(int i=0;i<reosurceToDelete.size();i++)
		{
			MaterialManager::getSingleton().remove(reosurceToDelete[i]);
		}
	}
	UpdPSSMMaterials();

	ti.update();	/// time
	float dt = ti.dt * 1000.f;
	LogO(String("::: Time Shadows: ") + toStr(dt) + " ms");
}
コード例 #10
0
ファイル: Shadows.cpp プロジェクト: ddxxpp/stuntrally
///  Shadows config
//---------------------------------------------------------------------------------------------------
void CScene::changeShadows()
{	
	Ogre::Timer ti;
	
	//  get settings
	SETTINGS* pSet = app->pSet;
	bool enabled = pSet->shadow_type != Sh_None;
	bool bDepth = pSet->shadow_type >= Sh_Depth;
	bool bSoft = pSet->shadow_type == Sh_Soft;
	
	pSet->shadow_size = std::max(0,std::min(ciShadowSizesNum-1, pSet->shadow_size));
	int fTex = ciShadowSizesA[pSet->shadow_size], fTex2 = fTex/2;
	int num = pSet->shadow_count;

	sh::Vector4* fade = new sh::Vector4(
		pSet->shadow_dist,
		pSet->shadow_dist * 0.6, // fade start
		0, 0);

	sh::Factory* mFactory = app->mFactory;
	SceneManager* mSceneMgr = app->mSceneMgr;

	if (terrain)
		mFactory->setTextureAlias("TerrainLightMap", terrain->getLightmap()->getName());

		
	// disable 4 shadow textures (does not work because no texcoord's left in shader)
	if (num == 4)  num = 3;


	if (!enabled)
		mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
	else
	{
		// General scene setup
		//mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED);
		mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED);
		mSceneMgr->setShadowFarDistance(pSet->shadow_dist);  // 3000
		mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, num);

		if (num == 1)  // 1 tex, fast
		{
			ShadowCameraSetupPtr mShadowCameraSetup = ShadowCameraSetupPtr(new LiSPSMShadowCameraSetup());
			mSceneMgr->setShadowCameraSetup(mShadowCameraSetup);
		}else
		{	if (mPSSMSetup.isNull())  // pssm
			{
				PSSMShadowCameraSetup* pssmSetup = new PSSMShadowCameraSetup();
				#ifndef SR_EDITOR
				pssmSetup->setSplitPadding(app->mSplitMgr->mCameras.front()->getNearClipDistance());
				pssmSetup->calculateSplitPoints(num, app->mSplitMgr->mCameras.front()->getNearClipDistance(), mSceneMgr->getShadowFarDistance());
				#else
				pssmSetup->setSplitPadding(app->mCamera->getNearClipDistance());
				pssmSetup->calculateSplitPoints(num, app->mCamera->getNearClipDistance(), app->mSceneMgr->getShadowFarDistance());
				#endif
				for (int i=0; i < num; ++i)
				{	//int size = i==0 ? fTex : fTex2;
					const Real cAdjfA[5] = {2, 1, 0.5, 0.25, 0.125};
					pssmSetup->setOptimalAdjustFactor(i, cAdjfA[std::min(i, 4)]);
				}
				mPSSMSetup.bind(pssmSetup);
			}
			mSceneMgr->setShadowCameraSetup(mPSSMSetup);
		}

		mSceneMgr->setShadowTextureCount(num);
		for (int i=0; i < num; ++i)
		{	int size = i==0 ? fTex : fTex2;
		
			PixelFormat pf;
			if (bDepth && !bSoft) pf = PF_FLOAT32_R;
			else if (bSoft) pf = PF_FLOAT16_RGB;
			else pf = PF_X8B8G8R8;
			
			mSceneMgr->setShadowTextureConfig(i, size, size, pf);
		}
		
		mSceneMgr->setShadowTextureSelfShadow(bDepth ? true : false);  //-?
		mSceneMgr->setShadowCasterRenderBackFaces((bDepth && !bSoft) ? true : false);

		mSceneMgr->setShadowTextureCasterMaterial(bDepth ? "shadowcaster_default" : "");
	}

	mSceneMgr->setShadowColour(Ogre::ColourValue(0,0,0,1));


#if 0  /// TEST overlays
	//  add overlay elements to show shadow or terrain maps
	OverlayManager& mgr = OverlayManager::getSingleton();
	Overlay* overlay = mgr.getByName("DebugOverlay");
	if (overlay)
		mgr.destroy(overlay);
	overlay = mgr.create("DebugOverlay");
	TexturePtr tex;

	#if 0  /// shadow
	for (int i = 0; i < pSet->shadow_count; ++i)
	{	
		TexturePtr tex = mSceneMgr->getShadowTexture(i);
	#else  /// terrain
	for (int i = 0; i < 2/*pSet->shadow_count*/; ++i)
	{	
		TexturePtr tex = !terrain ? mSceneMgr->getShadowTexture(i) :
			i==0 ? terrain->getCompositeMap() : terrain->getLightmap();
	#endif
		// Set up a debug panel to display the shadow
		if (MaterialManager::getSingleton().resourceExists("Ogre/DebugTexture" + toStr(i)))
			MaterialManager::getSingleton().remove("Ogre/DebugTexture" + toStr(i));
		MaterialPtr debugMat = MaterialManager::getSingleton().create(
			"Ogre/DebugTexture" + toStr(i), rgDef);
			
		debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
		TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
		t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

		OverlayContainer* debugPanel;
		
		// destroy container if exists
		try
		{
			if (debugPanel = static_cast<OverlayContainer*>(mgr.getOverlayElement("Ogre/DebugTexPanel" + toStr(i))))
				mgr.destroyOverlayElement(debugPanel);
		}
		catch (Ogre::Exception&) {}
		
		debugPanel = (OverlayContainer*)
			(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
		debugPanel->_setPosition(0.8, i*0.31);  //aspect.. 0.25 0.24
		debugPanel->_setDimensions(0.2, 0.3);
		debugPanel->setMaterialName(debugMat->getName());
		debugPanel->show();
		overlay->add2D(debugPanel);
		overlay->show();
	}
#endif
	
	UpdPSSMMaterials();


	//  rebuild static geom after materials change
	if (vdrTrack)
	{
		vdrTrack->destroy();
		vdrTrack->build();
	}

	LogO(String("::: Time Shadows: ") + fToStr(ti.getMilliseconds(),0,3) + " ms");
}


/// . . . . . . . . 
void CScene::UpdPSSMMaterials()
{
	if (app->pSet->shadow_type == Sh_None)  return;
	
	if (app->pSet->shadow_count == 1)  // 1 tex
	{
		float dist = app->pSet->shadow_dist;
		sh::Vector3* splits = new sh::Vector3(dist, 0,0);  //dist*2, dist*3);
		sh::Factory::getInstance().setSharedParameter("pssmSplitPoints", sh::makeProperty<sh::Vector3>(splits));
		return;
	}
	
	if (!mPSSMSetup.get())  return;
	
	//--  pssm params
	PSSMShadowCameraSetup* pssmSetup = static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get());
	const PSSMShadowCameraSetup::SplitPointList& sp = pssmSetup->getSplitPoints();
	const int last = sp.size()-1;

	sh::Vector3* splits = new sh::Vector3(
		sp[std::min(1,last)], sp[std::min(2,last)], sp[std::min(3,last)] );

	sh::Factory::getInstance().setSharedParameter("pssmSplitPoints", sh::makeProperty<sh::Vector3>(splits));
}