void HUD::multiplayer() { OverlayManager& overlayManager = OverlayManager::getSingleton(); // Create a panel OverlayContainer* panel = static_cast<OverlayContainer*>( overlayManager.createOverlayElement("Panel", "MultiplayerPanel")); panel->setMetricsMode(Ogre::GMM_PIXELS); panel->setPosition(20, 20); panel->setDimensions(200, 250); panel->setMaterialName("PanelAchtergrondImage"); // Optional background material // Create a text area m_textMessages = static_cast<TextAreaOverlayElement*>( overlayManager.createOverlayElement("TextArea", "MultiplayerTextArea")); m_textMessages->setMetricsMode(Ogre::GMM_PIXELS); m_textMessages->setPosition(10, 50); m_textMessages->setDimensions(150, 100); m_textMessages->setCaption("GoClient 0.1"); m_textMessages->setCharHeight(16); m_textMessages->setFontName("ArialFont"); m_textMessages->setColourBottom(ColourValue(0.6, 0.6, 0.6)); m_textMessages->setColourTop(ColourValue(1, 1, 1)); // Create an overlay, and add the panel m_overlay = overlayManager.create("MultiplayerOverlay"); m_overlay->add2D(panel); // Add the text area to the panel panel->addChild(m_textMessages); // Show the overlay m_overlay->show(); }
//----------------------------------------------------------------------- OverlayContainer* Profiler::createContainer() { OverlayContainer* container = (OverlayContainer*) OverlayManager::getSingleton().createOverlayElement( "BorderPanel", "profiler"); container->setMetricsMode(GMM_PIXELS); container->setMaterialName("Core/StatsBlockCenter"); container->setHeight(mGuiHeight); container->setWidth(mGuiWidth * 2 + 15); container->setParameter("border_size", "1 1 1 1"); container->setParameter("border_material", "Core/StatsBlockBorder"); container->setParameter("border_topleft_uv", "0.0000 1.0000 0.0039 0.9961"); container->setParameter("border_top_uv", "0.0039 1.0000 0.9961 0.9961"); container->setParameter("border_topright_uv", "0.9961 1.0000 1.0000 0.9961"); container->setParameter("border_left_uv","0.0000 0.9961 0.0039 0.0039"); container->setParameter("border_right_uv","0.9961 0.9961 1.0000 0.0039"); container->setParameter("border_bottomleft_uv","0.0000 0.0039 0.0039 0.0000"); container->setParameter("border_bottom_uv","0.0039 0.0039 0.9961 0.0000"); container->setParameter("border_bottomright_uv","0.9961 0.0039 1.0000 0.0000"); container->setLeft(5); container->setTop(5); return container; }
void GraphicsController::addTextureDebugOverlay(const Ogre::String& texname, size_t i) { using namespace Ogre; Overlay* debugOverlay = OverlayManager::getSingleton().getByName("PRJZ/DebugOverlay"); MaterialPtr debugMat = MaterialManager::getSingleton().getByName("PRJZ/BasicTexture", "PROJECT_ZOMBIE"); if(debugMat.isNull()) OGRE_EXCEPT(Ogre::Exception::ERR_INVALIDPARAMS, "PRJZ/BasicTexture material was not found.", "GraphicsController::addTextureDebugOverlay"); debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false); TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(texname); t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton().getByName(texname); Ogre::Real tWidth = tex->getWidth(); Ogre::Real tHeight = tex->getHeight(); //ratio Ogre::Real ratio = tHeight / tWidth; OverlayContainer* debugPanel = (OverlayContainer*) (OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i))); debugPanel->_setPosition(0.0, 0.0); debugPanel->_setDimensions(0.5f, 0.5f * ratio); debugPanel->setMaterialName(debugMat->getName()); debugOverlay->add2D(debugPanel); }
void Splash::createScene() { log("[Loading] Creating the splash screen..."); // Loading picture overlayManager = &OverlayManager::getSingleton(); overlay = overlayManager->create("LoadingOverlay"); ((MaterialPtr)MaterialManager::getSingleton().create("LoadingMaterial","splash"))->getTechnique(0)->getPass(0)->createTextureUnitState("loading.png"); OverlayContainer* panel = static_cast<OverlayContainer*>(overlayManager->createOverlayElement("Panel","LoadingPanel")); panel->setMaterialName("LoadingMaterial"); panel->setDimensions(1,0.96f); // Progess bar OverlayContainer* progressBar = static_cast<OverlayContainer*>(overlayManager->createOverlayElement("Panel","ProgressBar")); progressBar->setDimensions(1,0.04f); progressBar->setPosition(0,0.96f); MaterialPtr progressBGMat = MaterialManager::getSingleton().create("progressBG","splash"); progressBGMat->getTechnique(0)->getPass(0)->createTextureUnitState()->setColourOperationEx(LBX_SOURCE1,LBS_MANUAL,LBS_CURRENT,ColourValue(0.9f, 0.9f, 0.9f));; MaterialPtr progressFGMat = MaterialManager::getSingleton().create("progressFG","splash"); progressFGMat->getTechnique(0)->getPass(0)->createTextureUnitState()->setColourOperationEx(LBX_SOURCE1,LBS_MANUAL,LBS_CURRENT,ColourValue(0.23f, 0.88f, 0.5f));; progressBG = static_cast<OverlayContainer*>(overlayManager->createOverlayElement("Panel","ProgressBarBG")); progressBG->setMaterialName("progressBG"); progressBG->setDimensions(1,1); progressFG = static_cast<OverlayContainer*>(overlayManager->createOverlayElement("Panel","ProgressBarFG")); progressFG->setMaterialName("progressFG"); progressFG->setDimensions(0,1); // Loading text FontManager::getSingleton().getByName("BlueHighway")->load(); // HACK: Workaround for bug #324 in Ogre progressText = static_cast<TextAreaOverlayElement*>(overlayManager->createOverlayElement("TextArea", "text")); progressText->setMetricsMode(GuiMetricsMode::GMM_RELATIVE); progressText->setLeft(0.01f); progressText->setTop(0.01f); progressText->setHorizontalAlignment(GHA_LEFT); progressText->setVerticalAlignment(GVA_TOP); progressText->setFontName("BlueHighway"); progressText->setCharHeight(0.03f); progressText->setColour(Ogre::ColourValue(0,0,0)); progressBar->addChild(progressBG); progressBar->addChild(progressFG); progressBar->addChild(progressText); overlay->add2D(panel); overlay->add2D(progressBar); overlay->show(); }
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; }
/// 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"); }
/// 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)); }