//----------------------------------------------------------------------- void MaterialService::createStandardMaterial(unsigned int idx, std::string matName, std::string textureName, std::string resourceGroup) { Image tex; bool loaded = false; // indicates we were successful finding the texture StringVectorPtr texnames = ResourceGroupManager::getSingleton().findResourceNames(resourceGroup, textureName + ".*"); if (texnames->size() <= 0) { // no results, try the localised version // prev. path + /language/filename String locresname = mConfigService->getLocalisedResourcePath(textureName); LOG_INFO("Specified resource (%s) was not found, trying localized version: %s", textureName.c_str(), locresname.c_str()); texnames = ResourceGroupManager::getSingleton().findResourceNames(resourceGroup, locresname + ".*"); } String txtfile; // Let's try the extensions from the extensions vector StringVector::iterator it = texnames->begin(); for (; it != texnames->end(); it++) { // Try loading every given try { tex.load((*it), resourceGroup); TextureManager::getSingleton().loadImage(textureName, resourceGroup, tex, TEX_TYPE_2D, 5, 1.0f); txtfile = (*it); loaded = true; break; // we got it! } catch (Ogre::Exception) { // Nothing. We are trying more extensions } } if (!loaded) LOG_ERROR("Image %s was not found, texture will be invalid!", textureName.c_str()); // Construct a material out of this texture. We'll just clone the material upstairs to enable lmap-txture combinations MaterialPtr shadMat = MaterialManager::getSingleton().create(matName, resourceGroup); shadMat->setReceiveShadows(true); Pass *shadPass = shadMat->getTechnique(0)->getPass(0); shadPass->setAmbient(0.5, 0.5, 0.5); shadPass->setDiffuse(1, 1, 1, 1); shadPass->setSpecular(1, 1, 1, 1); TextureUnitState* tus = createAnimatedTextureState(shadPass, txtfile, resourceGroup, 5); // Set replace on all first layer textures for now // tus->setColourOperation(LBO_REPLACE); tus->setTextureAddressingMode(TextureUnitState::TAM_WRAP); tus->setTextureCoordSet(0); tus->setTextureFiltering(TFO_BILINEAR); tus->setTextureUScale(1.0f); tus->setTextureVScale(1.0f); // tus->setTextureFiltering(TFO_NONE); // Set culling mode to none // shadMat->setCullingMode(CULL_ANTICLOCKWISE); // No dynamic lighting shadMat->setLightingEnabled(false); // DYNL: shadMat->load(); // standard size addWorldMaterialTemplate(idx, shadMat); }
void Viewer::setupLights () { mSceneMgr->setAmbientLight(ColourValue(0.8, 0.8, 0.8)); if ( Ogre::Root::getSingletonPtr()->getRenderSystem()->getCapabilities()->hasCapability(RSC_HWRENDER_TO_TEXTURE) ) { mSceneMgr->setShadowTextureSettings(1024, 2); } else { mSceneMgr->setShadowTextureSettings(512, 2); } mSceneMgr->setShadowColour(ColourValue(0.5,0.5,0.5)); Light * mSunLight = mSceneMgr->createLight("SunLight"); mSunLight->setCastShadows(true); mSunLight->setType(Light::LT_SPOTLIGHT); mSunLight->setPosition(500, 500, 500); mSunLight->setSpotlightRange(Degree(30), Degree(50)); Vector3 dir; dir = - mSunLight->getPosition(); dir.normalise(); mSunLight->setDirection(dir); mSunLight->setDiffuseColour(0.35, 0.35, 0.38); mSunLight->setSpecularColour(0.9, 0.9, 1); timeSince = 0.0f; mBuildMode = BM_NONE; #if 0 mReflectCam = mSceneMgr->createCamera("ReflectCam"); mRTTTex = mRenderer->getRoot()->getRenderSystem()->createRenderTexture("RttTex", 512, 384, TEX_TYPE_2D, PF_R8G8B8); { mReflectCam = mSceneMgr->createCamera("ReflectCam"); mReflectCam->setPosition(mCamera->getPosition()); mReflectCam->setOrientation(mCamera->getOrientation()); mReflectCam->setNearClipDistance(mCamera->getNearClipDistance()); mReflectCam->setFarClipDistance(mCamera->getFarClipDistance()); Viewport * v = mRTTTex->addViewport(mReflectCam); mReflectCam->setAspectRatio(Real(v->getWidth()) / Real(v->getHeight())); v->setOverlaysEnabled(false); v->setClearEveryFrame(true); v->setBackgroundColour(ColourValue::Black); } MaterialPtr mat = MaterialManager::getSingleton().create("RttMat", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); TextureUnitState * t = mat->getTechnique(0)->getPass(0)->createTextureUnitState("RttTex"); t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); //t->setProjectiveTexturing(true, mReflectCam); mat->clone("RttMat.over"); //mGui->createWindow(Vector4(16, 16, 512, 384), "RttMat", BetaGUI::WFT_NONE, ""); #endif }
void NIFLoader::createMaterial(const String &name, const Vector &ambient, const Vector &diffuse, const Vector &specular, const Vector &emissive, float glossiness, float alpha, int alphaFlags, float alphaTest, const String &texName) { MaterialPtr material = MaterialManager::getSingleton().create(name, resourceGroup); //Hardware Skinning code, textures may be the wrong color if enabled /* if(!mSkel.isNull()){ material->removeAllTechniques(); Ogre::Technique* tech = material->createTechnique(); //tech->setSchemeName("blahblah"); Pass* pass = tech->createPass(); pass->setVertexProgram("Ogre/BasicVertexPrograms/AmbientOneTexture");*/ // This assigns the texture to this material. If the texture name is // a file name, and this file exists (in a resource directory), it // will automatically be loaded when needed. If not (such as for // internal NIF textures that we might support later), we should // already have inserted a manual loader for the texture. if (!texName.empty()) { Pass *pass = material->getTechnique(0)->getPass(0); /*TextureUnitState *txt =*/ pass->createTextureUnitState(texName); pass->setVertexColourTracking(TVC_DIFFUSE); // As of yet UNTESTED code from Chris: /*pass->setTextureFiltering(Ogre::TFO_ANISOTROPIC); pass->setDepthFunction(Ogre::CMPF_LESS_EQUAL); pass->setDepthCheckEnabled(true); // Add transparency if NiAlphaProperty was present if (alphaFlags != -1) { std::cout << "Alpha flags set!" << endl; if ((alphaFlags&1)) { pass->setDepthWriteEnabled(false); pass->setSceneBlending(getBlendFactor((alphaFlags>>1)&0xf), getBlendFactor((alphaFlags>>5)&0xf)); } else pass->setDepthWriteEnabled(true); if ((alphaFlags>>9)&1) pass->setAlphaRejectSettings(getTestMode((alphaFlags>>10)&0x7), alphaTest); pass->setTransparentSortingEnabled(!((alphaFlags>>13)&1)); } else pass->setDepthWriteEnabled(true); */ // Add transparency if NiAlphaProperty was present if (alphaFlags != -1) { // The 237 alpha flags are by far the most common. Check // NiAlphaProperty in nif/property.h if you need to decode // other values. 237 basically means normal transparencly. if (alphaFlags == 237) { NifOverrides::TransparencyResult result = NifOverrides::Overrides::getTransparencyOverride(texName); if (result.first) { pass->setAlphaRejectFunction(CMPF_GREATER_EQUAL); pass->setAlphaRejectValue(result.second); } else { // Enable transparency pass->setSceneBlending(SBT_TRANSPARENT_ALPHA); //pass->setDepthCheckEnabled(false); pass->setDepthWriteEnabled(false); //std::cout << "alpha 237; material: " << name << " texName: " << texName << std::endl; } } else warn("Unhandled alpha setting for texture " + texName); } else { material->getTechnique(0)->setShadowCasterMaterial("depth_shadow_caster_noalpha"); } } if (Settings::Manager::getBool("enabled", "Shadows")) { bool split = Settings::Manager::getBool("split", "Shadows"); const int numsplits = 3; for (int i = 0; i < (split ? numsplits : 1); ++i) { TextureUnitState* tu = material->getTechnique(0)->getPass(0)->createTextureUnitState(); tu->setName("shadowMap" + StringConverter::toString(i)); tu->setContentType(TextureUnitState::CONTENT_SHADOW); tu->setTextureAddressingMode(TextureUnitState::TAM_BORDER); tu->setTextureBorderColour(ColourValue::White); } } if (Settings::Manager::getBool("shaders", "Objects")) { material->getTechnique(0)->getPass(0)->setVertexProgram("main_vp"); material->getTechnique(0)->getPass(0)->setFragmentProgram("main_fp"); material->getTechnique(0)->getPass(0)->setFog(true); // force-disable fixed function fog, it is calculated in shader } // Create a fallback technique without shadows and without mrt Technique* tech2 = material->createTechnique(); tech2->setSchemeName("Fallback"); Pass* pass2 = tech2->createPass(); pass2->createTextureUnitState(texName); pass2->setVertexColourTracking(TVC_DIFFUSE); if (Settings::Manager::getBool("shaders", "Objects")) { pass2->setVertexProgram("main_fallback_vp"); pass2->setFragmentProgram("main_fallback_fp"); pass2->setFog(true); // force-disable fixed function fog, it is calculated in shader } // Add material bells and whistles material->setAmbient(ambient.array[0], ambient.array[1], ambient.array[2]); material->setDiffuse(diffuse.array[0], diffuse.array[1], diffuse.array[2], alpha); material->setSpecular(specular.array[0], specular.array[1], specular.array[2], alpha); material->setSelfIllumination(emissive.array[0], emissive.array[1], emissive.array[2]); material->setShininess(glossiness); }
//--------------------------------------------------------------------- void TerrainMaterialGeneratorA::SM2Profile::addTechnique( const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt) { Technique* tech = mat->createTechnique(); // Only supporting one pass Pass* pass = tech->createPass(); GpuProgramManager& gmgr = GpuProgramManager::getSingleton(); HighLevelGpuProgramManager& hmgr = HighLevelGpuProgramManager::getSingleton(); if (!mShaderGen) { bool check2x = mLayerNormalMappingEnabled || mLayerParallaxMappingEnabled; if (hmgr.isLanguageSupported("cg")) { mShaderGen = OGRE_NEW ShaderHelperCg(); } else if (hmgr.isLanguageSupported("hlsl") && ((check2x && gmgr.isSyntaxSupported("ps_4_0")) || (check2x && gmgr.isSyntaxSupported("ps_2_x")) || (!check2x && gmgr.isSyntaxSupported("ps_2_0")))) { mShaderGen = OGRE_NEW ShaderHelperHLSL(); } else if (hmgr.isLanguageSupported("glsl")) { mShaderGen = OGRE_NEW ShaderHelperGLSL(); } else if (hmgr.isLanguageSupported("glsles")) { mShaderGen = OGRE_NEW ShaderHelperGLSLES(); } // check SM3 features mSM3Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_3_0"); mSM4Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_4_0"); } HighLevelGpuProgramPtr vprog = mShaderGen->generateVertexProgram(this, terrain, tt); HighLevelGpuProgramPtr fprog = mShaderGen->generateFragmentProgram(this, terrain, tt); pass->setVertexProgram(vprog->getName()); pass->setFragmentProgram(fprog->getName()); if (tt == HIGH_LOD || tt == RENDER_COMPOSITE_MAP) { // global normal map TextureUnitState* tu = pass->createTextureUnitState(); tu->setTextureName(terrain->getTerrainNormalMap()->getName()); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); // global colour map if (terrain->getGlobalColourMapEnabled() && isGlobalColourMapEnabled()) { tu = pass->createTextureUnitState(terrain->getGlobalColourMap()->getName()); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); } // light map if (isLightmapEnabled()) { tu = pass->createTextureUnitState(terrain->getLightmap()->getName()); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); } // blend maps uint maxLayers = getMaxLayers(terrain); uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount()); uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount())); for (uint i = 0; i < numBlendTextures; ++i) { tu = pass->createTextureUnitState(terrain->getBlendTextureName(i)); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); } // layer textures for (uint i = 0; i < numLayers; ++i) { // diffuse / specular pass->createTextureUnitState(terrain->getLayerTextureName(i, 0)); // normal / height pass->createTextureUnitState(terrain->getLayerTextureName(i, 1)); } } else { // LOW_LOD textures // composite map TextureUnitState* tu = pass->createTextureUnitState(); tu->setTextureName(terrain->getCompositeMap()->getName()); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); // That's it! } // Add shadow textures (always at the end) if (isShadowingEnabled(tt, terrain)) { uint numTextures = 1; if (getReceiveDynamicShadowsPSSM()) { numTextures = (uint)getReceiveDynamicShadowsPSSM()->getSplitCount(); } for (uint i = 0; i < numTextures; ++i) { TextureUnitState* tu = pass->createTextureUnitState(); tu->setContentType(TextureUnitState::CONTENT_SHADOW); tu->setTextureAddressingMode(TextureUnitState::TAM_BORDER); tu->setTextureBorderColour(ColourValue::White); } } }
//----------------------------------------------------------------------- void RenderSystem::_setTextureUnitSettings(size_t texUnit, TextureUnitState& tl) { // This method is only ever called to set a texture unit to valid details // The method _disableTextureUnit is called to turn a unit off const TexturePtr& tex = tl._getTexturePtr(); // Vertex texture binding? if (mCurrentCapabilities->hasCapability(RSC_VERTEX_TEXTURE_FETCH) && !mCurrentCapabilities->getVertexTextureUnitsShared()) { if (tl.getBindingType() == TextureUnitState::BT_VERTEX) { // Bind vertex texture _setVertexTexture(texUnit, tex); // bind nothing to fragment unit (hardware isn't shared but fragment // unit can't be using the same index _setTexture(texUnit, true, sNullTexPtr); } else { // vice versa _setVertexTexture(texUnit, sNullTexPtr); _setTexture(texUnit, true, tex); } } else { // Shared vertex / fragment textures or no vertex texture support // Bind texture (may be blank) _setTexture(texUnit, true, tex); } // Set texture coordinate set _setTextureCoordSet(texUnit, tl.getTextureCoordSet()); // Set texture layer filtering _setTextureUnitFiltering(texUnit, tl.getTextureFiltering(FT_MIN), tl.getTextureFiltering(FT_MAG), tl.getTextureFiltering(FT_MIP)); // Set texture layer filtering _setTextureLayerAnisotropy(texUnit, tl.getTextureAnisotropy()); // Set mipmap biasing _setTextureMipmapBias(texUnit, tl.getTextureMipmapBias()); // Set blend modes // Note, colour before alpha is important _setTextureBlendMode(texUnit, tl.getColourBlendMode()); _setTextureBlendMode(texUnit, tl.getAlphaBlendMode()); // Texture addressing mode const TextureUnitState::UVWAddressingMode& uvw = tl.getTextureAddressingMode(); _setTextureAddressingMode(texUnit, uvw); // Set texture border colour only if required if (uvw.u == TextureUnitState::TAM_BORDER || uvw.v == TextureUnitState::TAM_BORDER || uvw.w == TextureUnitState::TAM_BORDER) { _setTextureBorderColour(texUnit, tl.getTextureBorderColour()); } // Set texture effects TextureUnitState::EffectMap::iterator effi; // Iterate over new effects bool anyCalcs = false; for (effi = tl.mEffects.begin(); effi != tl.mEffects.end(); ++effi) { switch (effi->second.type) { case TextureUnitState::ET_ENVIRONMENT_MAP: if (effi->second.subtype == TextureUnitState::ENV_CURVED) { _setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP); anyCalcs = true; } else if (effi->second.subtype == TextureUnitState::ENV_PLANAR) { _setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP_PLANAR); anyCalcs = true; } else if (effi->second.subtype == TextureUnitState::ENV_REFLECTION) { _setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP_REFLECTION); anyCalcs = true; } else if (effi->second.subtype == TextureUnitState::ENV_NORMAL) { _setTextureCoordCalculation(texUnit, TEXCALC_ENVIRONMENT_MAP_NORMAL); anyCalcs = true; } break; case TextureUnitState::ET_UVSCROLL: case TextureUnitState::ET_USCROLL: case TextureUnitState::ET_VSCROLL: case TextureUnitState::ET_ROTATE: case TextureUnitState::ET_TRANSFORM: break; case TextureUnitState::ET_PROJECTIVE_TEXTURE: _setTextureCoordCalculation(texUnit, TEXCALC_PROJECTIVE_TEXTURE, effi->second.frustum); anyCalcs = true; break; } } // Ensure any previous texcoord calc settings are reset if there are now none if (!anyCalcs) { _setTextureCoordCalculation(texUnit, TEXCALC_NONE); } // Change tetxure matrix _setTextureMatrix(texUnit, tl.getTextureTransform()); }
//----------------------------------------------------------------------- MaterialPtr Quake3Shader::createAsMaterial(int lightmapNumber) { String matName; StringUtil::StrStreamType str; String resourceGroup = ResourceGroupManager::getSingleton().getWorldResourceGroupName(); str << mName << "#" << lightmapNumber; matName = str.str(); MaterialPtr mat = MaterialManager::getSingleton().create(matName, resourceGroup); Ogre::Pass* ogrePass = mat->getTechnique(0)->getPass(0); LogManager::getSingleton().logMessage("Using Q3 shader " + mName, LML_CRITICAL); for (int p = 0; p < numPasses; ++p) { TextureUnitState* t; // Create basic texture if (pass[p].textureName == "$lightmap") { StringUtil::StrStreamType str2; str2 << "@lightmap" << lightmapNumber; t = ogrePass->createTextureUnitState(str2.str()); } // Animated texture support else if (pass[p].animNumFrames > 0) { Real sequenceTime = pass[p].animNumFrames / pass[p].animFps; /* Pre-load textures We need to know if each one was loaded OK since extensions may change for each Quake3 can still include alternate extension filenames e.g. jpg instead of tga Pain in the arse - have to check for each frame as letters<n>.tga for example is different per frame! */ for (unsigned int alt = 0; alt < pass[p].animNumFrames; ++alt) { if (!ResourceGroupManager::getSingleton().resourceExists( resourceGroup, pass[p].frames[alt])) { // Try alternate extension pass[p].frames[alt] = getAlternateName(pass[p].frames[alt]); if (!ResourceGroupManager::getSingleton().resourceExists( resourceGroup, pass[p].frames[alt])) { // stuffed - no texture continue; } } } t = ogrePass->createTextureUnitState(""); t->setAnimatedTextureName(pass[p].frames, pass[p].animNumFrames, sequenceTime); } else { // Quake3 can still include alternate extension filenames e.g. jpg instead of tga // Pain in the arse - have to check for failure if (!ResourceGroupManager::getSingleton().resourceExists( resourceGroup, pass[p].textureName)) { // Try alternate extension pass[p].textureName = getAlternateName(pass[p].textureName); if (!ResourceGroupManager::getSingleton().resourceExists( resourceGroup, pass[p].textureName)) { // stuffed - no texture continue; } } t = ogrePass->createTextureUnitState(pass[p].textureName); } // Blending if (p == 0) { // scene blend mat->setSceneBlending(pass[p].blendSrc, pass[p].blendDest); if (mat->isTransparent()) mat->setDepthWriteEnabled(false); t->setColourOperation(LBO_REPLACE); // Alpha mode ogrePass->setAlphaRejectSettings( pass[p].alphaFunc, pass[p].alphaVal); } else { if (pass[p].customBlend) { // Fallback for now t->setColourOperation(LBO_MODULATE); } else { // simple layer blend t->setColourOperation(pass[p].blend); } // Alpha mode, prefer 'most alphary' CompareFunction currFunc = ogrePass->getAlphaRejectFunction(); unsigned char currVal = ogrePass->getAlphaRejectValue(); if (pass[p].alphaFunc > currFunc || (pass[p].alphaFunc == currFunc && pass[p].alphaVal < currVal)) { ogrePass->setAlphaRejectSettings( pass[p].alphaFunc, pass[p].alphaVal); } } // Tex coords if (pass[p].texGen == TEXGEN_BASE) { t->setTextureCoordSet(0); } else if (pass[p].texGen == TEXGEN_LIGHTMAP) { t->setTextureCoordSet(1); } else if (pass[p].texGen == TEXGEN_ENVIRONMENT) { t->setEnvironmentMap(true, TextureUnitState::ENV_PLANAR); } // Tex mod // Scale t->setTextureUScale(pass[p].tcModScale[0]); t->setTextureVScale(pass[p].tcModScale[1]); // Procedural mods // Custom - don't use mod if generating environment // Because I do env a different way it look horrible if (pass[p].texGen != TEXGEN_ENVIRONMENT) { if (pass[p].tcModRotate) { t->setRotateAnimation(pass[p].tcModRotate); } if (pass[p].tcModScroll[0] || pass[p].tcModScroll[1]) { if (pass[p].tcModTurbOn) { // Turbulent scroll if (pass[p].tcModScroll[0]) { t->setTransformAnimation(TextureUnitState::TT_TRANSLATE_U, WFT_SINE, pass[p].tcModTurb[0], pass[p].tcModTurb[3], pass[p].tcModTurb[2], pass[p].tcModTurb[1]); } if (pass[p].tcModScroll[1]) { t->setTransformAnimation(TextureUnitState::TT_TRANSLATE_V, WFT_SINE, pass[p].tcModTurb[0], pass[p].tcModTurb[3], pass[p].tcModTurb[2], pass[p].tcModTurb[1]); } } else { // Constant scroll t->setScrollAnimation(pass[p].tcModScroll[0], pass[p].tcModScroll[1]); } } if (pass[p].tcModStretchWave != SHADER_FUNC_NONE) { WaveformType wft = WFT_SINE; switch(pass[p].tcModStretchWave) { case SHADER_FUNC_SIN: wft = WFT_SINE; break; case SHADER_FUNC_TRIANGLE: wft = WFT_TRIANGLE; break; case SHADER_FUNC_SQUARE: wft = WFT_SQUARE; break; case SHADER_FUNC_SAWTOOTH: wft = WFT_SAWTOOTH; break; case SHADER_FUNC_INVERSESAWTOOTH: wft = WFT_INVERSE_SAWTOOTH; break; default: break; } // Create wave-based stretcher t->setTransformAnimation(TextureUnitState::TT_SCALE_U, wft, pass[p].tcModStretchParams[3], pass[p].tcModStretchParams[0], pass[p].tcModStretchParams[2], pass[p].tcModStretchParams[1]); t->setTransformAnimation(TextureUnitState::TT_SCALE_V, wft, pass[p].tcModStretchParams[3], pass[p].tcModStretchParams[0], pass[p].tcModStretchParams[2], pass[p].tcModStretchParams[1]); } } // Address mode t->setTextureAddressingMode(pass[p].addressMode); //assert(!t->isBlank()); } // Do farbox (create new material) // Set culling mode and lighting to defaults mat->setCullingMode(CULL_NONE); mat->setManualCullingMode(cullMode); mat->setLightingEnabled(false); mat->load(); return mat; }
//----------------------------------------------------------------------- void Technique::_compileIlluminationPasses(void) { clearIlluminationPasses(); if (!checkManuallyOrganisedIlluminationPasses()) { // Build based on our own heuristics Passes::iterator i, iend; iend = mPasses.end(); i = mPasses.begin(); IlluminationStage iStage = IS_AMBIENT; bool haveAmbient = false; while (i != iend) { IlluminationPass* iPass; Pass* p = *i; switch(iStage) { case IS_AMBIENT: // Keep looking for ambient only if (p->isAmbientOnly()) { // Add this pass wholesale iPass = OGRE_NEW IlluminationPass(); iPass->destroyOnShutdown = false; iPass->originalPass = iPass->pass = p; iPass->stage = iStage; mIlluminationPasses.push_back(iPass); haveAmbient = true; // progress to next pass ++i; } else { // Split off any ambient part if (p->getAmbient() != ColourValue::Black || p->getSelfIllumination() != ColourValue::Black || p->getAlphaRejectFunction() != CMPF_ALWAYS_PASS) { // Copy existing pass Pass* newPass = OGRE_NEW Pass(this, p->getIndex(), *p); if (newPass->getAlphaRejectFunction() != CMPF_ALWAYS_PASS) { // Alpha rejection passes must retain their transparency, so // we allow the texture units, but override the colour functions Pass::TextureUnitStateIterator tusi = newPass->getTextureUnitStateIterator(); while (tusi.hasMoreElements()) { TextureUnitState* tus = tusi.getNext(); tus->setColourOperationEx(LBX_SOURCE1, LBS_CURRENT); } } else { // Remove any texture units newPass->removeAllTextureUnitStates(); } // Remove any fragment program if (newPass->hasFragmentProgram()) newPass->setFragmentProgram(""); // We have to leave vertex program alone (if any) and // just trust that the author is using light bindings, which // we will ensure there are none in the ambient pass newPass->setDiffuse(0, 0, 0, newPass->getDiffuse().a); // Preserving alpha newPass->setSpecular(ColourValue::Black); // Calculate hash value for new pass, because we are compiling // illumination passes on demand, which will loss hash calculate // before it add to render queue first time. newPass->_recalculateHash(); iPass = OGRE_NEW IlluminationPass(); iPass->destroyOnShutdown = true; iPass->originalPass = p; iPass->pass = newPass; iPass->stage = iStage; mIlluminationPasses.push_back(iPass); haveAmbient = true; } if (!haveAmbient) { // Make up a new basic pass Pass* newPass = OGRE_NEW Pass(this, p->getIndex()); newPass->setAmbient(ColourValue::Black); newPass->setDiffuse(ColourValue::Black); // Calculate hash value for new pass, because we are compiling // illumination passes on demand, which will loss hash calculate // before it add to render queue first time. newPass->_recalculateHash(); iPass = OGRE_NEW IlluminationPass(); iPass->destroyOnShutdown = true; iPass->originalPass = p; iPass->pass = newPass; iPass->stage = iStage; mIlluminationPasses.push_back(iPass); haveAmbient = true; } // This means we're done with ambients, progress to per-light iStage = IS_PER_LIGHT; } break; case IS_PER_LIGHT: if (p->getIteratePerLight()) { // If this is per-light already, use it directly iPass = OGRE_NEW IlluminationPass(); iPass->destroyOnShutdown = false; iPass->originalPass = iPass->pass = p; iPass->stage = iStage; mIlluminationPasses.push_back(iPass); // progress to next pass ++i; } else { // Split off per-light details (can only be done for one) if (p->getLightingEnabled() && (p->getDiffuse() != ColourValue::Black || p->getSpecular() != ColourValue::Black)) { // Copy existing pass Pass* newPass = OGRE_NEW Pass(this, p->getIndex(), *p); if (newPass->getAlphaRejectFunction() != CMPF_ALWAYS_PASS) { // Alpha rejection passes must retain their transparency, so // we allow the texture units, but override the colour functions Pass::TextureUnitStateIterator tusi = newPass->getTextureUnitStateIterator(); while (tusi.hasMoreElements()) { TextureUnitState* tus = tusi.getNext(); tus->setColourOperationEx(LBX_SOURCE1, LBS_CURRENT); } } else { // remove texture units newPass->removeAllTextureUnitStates(); } // remove fragment programs if (newPass->hasFragmentProgram()) newPass->setFragmentProgram(""); // Cannot remove vertex program, have to assume that // it will process diffuse lights, ambient will be turned off newPass->setAmbient(ColourValue::Black); newPass->setSelfIllumination(ColourValue::Black); // must be additive newPass->setSceneBlending(SBF_ONE, SBF_ONE); // Calculate hash value for new pass, because we are compiling // illumination passes on demand, which will loss hash calculate // before it add to render queue first time. newPass->_recalculateHash(); iPass = OGRE_NEW IlluminationPass(); iPass->destroyOnShutdown = true; iPass->originalPass = p; iPass->pass = newPass; iPass->stage = iStage; mIlluminationPasses.push_back(iPass); } // This means the end of per-light passes iStage = IS_DECAL; } break; case IS_DECAL: // We just want a 'lighting off' pass to finish off // and only if there are texture units if (p->getNumTextureUnitStates() > 0) { if (!p->getLightingEnabled()) { // we assume this pass already combines as required with the scene iPass = OGRE_NEW IlluminationPass(); iPass->destroyOnShutdown = false; iPass->originalPass = iPass->pass = p; iPass->stage = iStage; mIlluminationPasses.push_back(iPass); } else { // Copy the pass and tweak away the lighting parts Pass* newPass = OGRE_NEW Pass(this, p->getIndex(), *p); newPass->setAmbient(ColourValue::Black); newPass->setDiffuse(0, 0, 0, newPass->getDiffuse().a); // Preserving alpha newPass->setSpecular(ColourValue::Black); newPass->setSelfIllumination(ColourValue::Black); newPass->setLightingEnabled(false); newPass->setIteratePerLight(false, false); // modulate newPass->setSceneBlending(SBF_DEST_COLOUR, SBF_ZERO); // Calculate hash value for new pass, because we are compiling // illumination passes on demand, which will loss hash calculate // before it add to render queue first time. newPass->_recalculateHash(); // NB there is nothing we can do about vertex & fragment // programs here, so people will just have to make their // programs friendly-like if they want to use this technique iPass = OGRE_NEW IlluminationPass(); iPass->destroyOnShutdown = true; iPass->originalPass = p; iPass->pass = newPass; iPass->stage = iStage; mIlluminationPasses.push_back(iPass); } } ++i; // always increment on decal, since nothing more to do with this pass break; case IS_UNKNOWN: break; } } } }
void MeshObject::loadMesh() { try { Ogre::String resourceGroup = Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME; mesh = static_cast<Ogre::MeshPtr>(Ogre::MeshManager::getSingleton().create(meshName, resourceGroup)); if(backgroundLoading) { mesh->setBackgroundLoaded(true); mesh->addListener(this); ticket = Ogre::ResourceBackgroundQueue::getSingleton().load( Ogre::MeshManager::getSingletonPtr()->getResourceType(), mesh->getName(), resourceGroup, false, 0, 0, 0); // try to load its textures in the background for(int i=0; i<mesh->getNumSubMeshes(); i++) { SubMesh *sm = mesh->getSubMesh(i); String materialName = sm->getMaterialName(); Ogre::MaterialPtr mat = static_cast<Ogre::MaterialPtr>(Ogre::MaterialManager::getSingleton().getByName(materialName)); //, resourceGroup)); if(mat.isNull()) continue; for(int tn=0; tn<mat->getNumTechniques(); tn++) { Technique *t = mat->getTechnique(tn); for(int pn=0; pn<t->getNumPasses(); pn++) { Pass *p = t->getPass(pn); for(int tun=0; tun<p->getNumTextureUnitStates(); tun++) { TextureUnitState *tu = p->getTextureUnitState(tun); String textureName = tu->getTextureName(); // now add this texture to the background loading queue Ogre::TexturePtr tex = static_cast<Ogre::TexturePtr>(Ogre::TextureManager::getSingleton().create(textureName, resourceGroup)); tex->setBackgroundLoaded(true); tex->addListener(this); ticket = Ogre::ResourceBackgroundQueue::getSingleton().load( Ogre::TextureManager::getSingletonPtr()->getResourceType(), tex->getName(), resourceGroup, false, 0, 0, 0); } } } } } if(!backgroundLoading) postProcess(); } catch (Ogre::Exception* e) { LOG("exception while loading mesh: " + e->getFullDescription()); } }
/// 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"); }
void WaterMaterialGenerator::generate() { mMaterial = prepareMaterial(mDef->getName()); resetTexUnitCounter(); // we need a lot of uniform constants, disabling shadows reduces them significantly so that it can still run on PS2 const RenderSystemCapabilities *caps = Root::getSingleton().getRenderSystem()->getCapabilities(); if(!caps->isShaderProfileSupported("ps_4_0") && !caps->isShaderProfileSupported("fp40")) mDef->mProps->receivesShadows = false; // -------------------------- Main technique ----------------------------- // Ogre::Technique* technique = mMaterial->createTechnique(); // Main pass ----------------------------------------------------------- Ogre::Pass* pass = technique->createPass(); pass->setCullingMode(CULL_NONE); pass->setDepthWriteEnabled(true); if (!mParent->getRefract()) pass->setSceneBlending(SBT_TRANSPARENT_ALPHA); Ogre::TextureUnitState* tu; // normal map mNormalMap = pickTexture(&mDef->mProps->normalMaps); tu = pass->createTextureUnitState( mNormalMap ); tu->setName("normalMap"); mNormalTexUnit = mTexUnit_i; mTexUnit_i++; // global terrain lightmap (static) if (needTerrainLightMap()) { tu = pass->createTextureUnitState(""); // texture name set later (in changeShadows) tu->setName("terrainLightMap"); mTerrainLightTexUnit = mTexUnit_i; mTexUnit_i++; } if (mParent->getRefract()) { tu = pass->createTextureUnitState( "PlaneRefraction" ); tu->setName("refractionMap"); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); mScreenRefrUnit = mTexUnit_i++; } if (mParent->getReflect()) { tu = pass->createTextureUnitState( "PlaneReflection" ); tu->setName("reflectionMap"); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); mScreenReflUnit = mTexUnit_i++; } //else { // retrieve sky texture name from scene std::string skyTexName; if (mParent->pApp->terrain) { MaterialPtr mtrSky = MaterialManager::getSingleton().getByName(mParent->pApp->sc.skyMtr); if(!mtrSky.isNull()) { Pass* passSky = mtrSky->getTechnique(0)->getPass(0); TextureUnitState* tusSky = passSky->getTextureUnitState(0); skyTexName = tusSky->getTextureName(); } } else skyTexName = String("white.png"); tu = pass->createTextureUnitState( skyTexName ); tu->setName("skyMap"); tu->setTextureAddressingMode(TextureUnitState::TAM_MIRROR); mEnvTexUnit = mTexUnit_i++; } // waterDepth tu = pass->createTextureUnitState( "waterDepth.png" ); tu->setName("depthMap"); tu->setTextureAddressingMode(TextureUnitState::TAM_BORDER); tu->setTextureBorderColour(ColourValue::White); // outside tex water always visible mWaterDepthUnit = mTexUnit_i; mTexUnit_i++; // realtime shadow maps if (needShadows()) { mShadowTexUnit_start = mTexUnit_i; for (int i = 0; i < mParent->getNumShadowTex(); ++i) { tu = pass->createTextureUnitState(); tu->setName("shadowMap" + toStr(i)); tu->setContentType(TextureUnitState::CONTENT_SHADOW); tu->setTextureAddressingMode(TextureUnitState::TAM_BORDER); tu->setTextureBorderColour(ColourValue::White); mTexUnit_i++; } } // shader if (!mShaderCached) { mVertexProgram = createVertexProgram(); mFragmentProgram = createFragmentProgram(); } pass->setVertexProgram(mVertexProgram->getName()); pass->setFragmentProgram(mFragmentProgram->getName()); if (mShaderCached) { individualFragmentProgramParams(pass->getFragmentProgramParameters()); individualVertexProgramParams(pass->getFragmentProgramParameters()); } // ----------------------------------------------------------------------- // createSSAOTechnique(); createOccluderTechnique(); // indicate we need 'time' parameter set every frame mParent->timeMtrs.push_back(mDef->getName()); /* if (mDef->getName() == "Grease_jelly") { LogO("[MaterialFactory] Vertex program source: "); StringUtil::StrStreamType vSourceStr; generateVertexProgramSource(vSourceStr); LogO(vSourceStr.str()); LogO("[MaterialFactory] Fragment program source: "); StringUtil::StrStreamType fSourceStr; generateFragmentProgramSource(fSourceStr); LogO(fSourceStr.str()); } /**/ }
/// 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)); }
void CarReflection::Create() { bFirstFrame = true; if (pSet->refl_mode == "single") cubetexName = "ReflectionCube"; // single: use 1st cubemap else if (pSet->refl_mode == "full") { cubetexName = "ReflectionCube" + toStr(iIndex); // first cubemap: no index if (cubetexName == "ReflectionCube0") cubetexName = "ReflectionCube"; } else /* static */ cubetexName = "ReflectionCube"; TextureManager* tm = TextureManager::getSingletonPtr(); int size = ciShadowSizesA[pSet->refl_size]; // /2 ? // create cube render texture if (! (pSet->refl_mode == "single" && iIndex != 0) ) { cubetex = tm->createManual(cubetexName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_CUBE_MAP, size,size, 0/*mips*/, PF_R8G8B8, TU_RENDERTARGET); //LogO("created rt cube"); for (int face = 0; face < 6; face++) { Camera* mCam = pSceneMgr->createCamera("Reflect_" + toStr(iIndex) + "_" + toStr(face)); mCam->setAspectRatio(1.0f); mCam->setFOVy(Degree(90)); mCam->setNearClipDistance(0.1); //mCam->setFarClipDistance(pSet->refl_dist); //sky- RenderTarget* mRT = cubetex->getBuffer(face)->getRenderTarget(); //LogO( "rt face Name: " + mRT->getName() ); mRT->removeAllViewports(); Viewport* vp = mRT->addViewport(mCam); vp->setOverlaysEnabled(false); vp->setVisibilityMask(RV_MaskReflect); mRT->setAutoUpdated(false); //mRT->addListener(this); //- mCam->setPosition(Vector3::ZERO); Vector3 lookAt(0,0,0), up(0,0,0), right(0,0,0); switch(face) { case 0: lookAt.x =-1; up.y = 1; right.z = 1; break; // +X case 1: lookAt.x = 1; up.y = 1; right.z =-1; break; // -X case 2: lookAt.y =-1; up.z = 1; right.x = 1; break; // +Y case 3: lookAt.y = 1; up.z =-1; right.x = 1; break; // -Y case 4: lookAt.z = 1; up.y = 1; right.x =-1; break; // +Z case 5: lookAt.z =-1; up.y = 1; right.x =-1; break; // -Z } Quaternion orient( right, up, lookAt ); mCam->setOrientation( orient ); pCams[face] = mCam; pRTs[face] = mRT; } } // Iterate through our materials and add an index to ReflectionCube texture reference for (int i=0; i < NumMaterials; i++) { MaterialPtr mtr = MaterialManager::getSingleton().getByName(sMtr[i]); if (!mtr.isNull()) { Material::TechniqueIterator techIt = mtr->getTechniqueIterator(); while (techIt.hasMoreElements()) { Technique* tech = techIt.getNext(); Technique::PassIterator passIt = tech->getPassIterator(); while (passIt.hasMoreElements()) { Pass* pass = passIt.getNext(); Pass::TextureUnitStateIterator tusIt = pass->getTextureUnitStateIterator(); while (tusIt.hasMoreElements()) { TextureUnitState* tus = tusIt.getNext(); if (tus->getTextureName() == "ReflectionCube") tus->setTextureName(cubetexName); } } } } } }
void MaterialFactory::setShaderParams(MaterialPtr mat) { if (mat.isNull()) return; Material::TechniqueIterator techIt = mat->getTechniqueIterator(); while (techIt.hasMoreElements()) { Technique* tech = techIt.getNext(); Technique::PassIterator passIt = tech->getPassIterator(); while (passIt.hasMoreElements()) { Pass* pass = passIt.getNext(); if (pass->hasFragmentProgram()) { // shadow fading parameters if ( getShadowsFade() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("fadeStart_farDist", false) && mSceneMgr ) { float fadeDist; if (mSceneMgr->getShadowFarDistance() != 0) fadeDist = getShadowsFadeDistance()/mSceneMgr->getShadowFarDistance(); else fadeDist = 0.f; pass->getFragmentProgramParameters()->setNamedConstant("fadeStart_farDist", Vector3( fadeDist, mSceneMgr->getShadowFarDistance(), float(getShadowsFade()) )); } // terrain lightmap name & size if ( mTerrain && !mTerrain->getLightmap().isNull() ) { if (pass->getFragmentProgramParameters()->_findNamedConstantDefinition("terrainWorldSize", false)) pass->getFragmentProgramParameters()->setNamedConstant( "terrainWorldSize", Real( mTerrain->getWorldSize() ) ); Pass::TextureUnitStateIterator tusIt = pass->getTextureUnitStateIterator(); while (tusIt.hasMoreElements()) { TextureUnitState* tus = tusIt.getNext(); if (tus->getName() == "terrainLightMap") { tus->setTextureName( mTerrain->getLightmap()->getName() ); } } } if (pass->getFragmentProgramParameters()->_findNamedConstantDefinition("invTerSize", false)) pass->getFragmentProgramParameters()->setNamedConstant("invTerSize", 1.f / Real(pApp->sc.td.fTerWorldSize)); // pssm split points if ( pass->getFragmentProgramParameters()->_findNamedConstantDefinition("pssmSplitPoints", false) && mPSSM) { const PSSMShadowCameraSetup::SplitPointList& splitPointList = mPSSM->getSplitPoints(); Vector4 splitPoints; for (size_t i = 0; i < splitPointList.size(); ++i) splitPoints[i] = splitPointList[i]; pass->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints); } } } } }
void VolumeRenderable::initialise() { // Create geometry size_t nvertices = mSlices*4; // n+1 planes size_t elemsize = 3*3; size_t dsize = elemsize*nvertices; size_t x; Ogre::IndexData *idata = new Ogre::IndexData(); Ogre::VertexData *vdata = new Ogre::VertexData(); // Create structures float *vertices = new float[dsize]; float coords[4][2] = { {0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f}, {1.0f, 1.0f} }; for(x=0; x<mSlices; x++) { for(size_t y=0; y<4; y++) { float xcoord = coords[y][0]-0.5f; float ycoord = coords[y][1]-0.5f; float zcoord = -((float)x/(float)(mSlices-1) - 0.5f); // 1.0f .. a/(a+1) // coordinate vertices[x*4*elemsize+y*elemsize+0] = xcoord*(mSize/2.0f); vertices[x*4*elemsize+y*elemsize+1] = ycoord*(mSize/2.0f); vertices[x*4*elemsize+y*elemsize+2] = zcoord*(mSize/2.0f); // normal vertices[x*4*elemsize+y*elemsize+3] = 0.0f; vertices[x*4*elemsize+y*elemsize+4] = 0.0f; vertices[x*4*elemsize+y*elemsize+5] = 1.0f; // tex vertices[x*4*elemsize+y*elemsize+6] = xcoord*sqrtf(3.0f); vertices[x*4*elemsize+y*elemsize+7] = ycoord*sqrtf(3.0f); vertices[x*4*elemsize+y*elemsize+8] = zcoord*sqrtf(3.0f); } } unsigned short *faces = new unsigned short[mSlices*6]; for(x=0; x<mSlices; x++) { faces[x*6+0] = x*4+0; faces[x*6+1] = x*4+1; faces[x*6+2] = x*4+2; faces[x*6+3] = x*4+1; faces[x*6+4] = x*4+2; faces[x*6+5] = x*4+3; } // Setup buffers vdata->vertexStart = 0; vdata->vertexCount = nvertices; VertexDeclaration* decl = vdata->vertexDeclaration; VertexBufferBinding* bind = vdata->vertexBufferBinding; size_t offset = 0; decl->addElement(0, offset, VET_FLOAT3, VES_POSITION); offset += VertexElement::getTypeSize(VET_FLOAT3); decl->addElement(0, offset, VET_FLOAT3, VES_NORMAL); offset += VertexElement::getTypeSize(VET_FLOAT3); decl->addElement(0, offset, VET_FLOAT3, VES_TEXTURE_COORDINATES); offset += VertexElement::getTypeSize(VET_FLOAT3); HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer( offset, nvertices, HardwareBuffer::HBU_STATIC_WRITE_ONLY); bind->setBinding(0, vbuf); vbuf->writeData(0, vbuf->getSizeInBytes(), vertices, true); HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton(). createIndexBuffer( HardwareIndexBuffer::IT_16BIT, mSlices*6, HardwareBuffer::HBU_STATIC_WRITE_ONLY); idata->indexBuffer = ibuf; idata->indexCount = mSlices*6; idata->indexStart = 0; ibuf->writeData(0, ibuf->getSizeInBytes(), faces, true); // Delete temporary buffers delete [] vertices; delete [] faces; // Now make the render operation mRenderOp.operationType = Ogre::RenderOperation::OT_TRIANGLE_LIST; mRenderOp.indexData = idata; mRenderOp.vertexData = vdata; mRenderOp.useIndexes = true; // Create a brand new private material if (!ResourceGroupManager::getSingleton().resourceGroupExists("VolumeRenderable")) { ResourceGroupManager::getSingleton().createResourceGroup("VolumeRenderable"); } MaterialPtr material = MaterialManager::getSingleton().create(mTexture, "VolumeRenderable", false, 0); // Manual, loader // Remove pre-created technique from defaults material->removeAllTechniques(); // Create a techinique and a pass and a texture unit Technique * technique = material->createTechnique(); Pass * pass = technique->createPass(); TextureUnitState * textureUnit = pass->createTextureUnitState(); // Set pass parameters pass->setSceneBlending(SBT_TRANSPARENT_ALPHA); pass->setDepthWriteEnabled(false); pass->setCullingMode(CULL_NONE); pass->setLightingEnabled(false); // Set texture unit parameters textureUnit->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); textureUnit->setTextureName(mTexture, TEX_TYPE_3D); textureUnit->setTextureFiltering(TFO_TRILINEAR); mUnit = textureUnit; mMaterial = material; }
//--------------------------------------------------------------------- bool Technique::checkHardwareSupport(bool autoManageTextureUnits, StringStream& compileErrors) { // Go through each pass, checking requirements Passes::iterator i; unsigned short passNum = 0; const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities(); unsigned short numTexUnits = caps->getNumTextureUnits(); for (i = mPasses.begin(); i != mPasses.end(); ++i, ++passNum) { Pass* currPass = *i; // Adjust pass index currPass->_notifyIndex(passNum); // Check for advanced blending operation support if((currPass->getSceneBlendingOperation() != SBO_ADD || currPass->getSceneBlendingOperationAlpha() != SBO_ADD) && !caps->hasCapability(RSC_ADVANCED_BLEND_OPERATIONS)) { return false; } // Check texture unit requirements size_t numTexUnitsRequested = currPass->getNumTextureUnitStates(); // Don't trust getNumTextureUnits for programmable if(!currPass->hasFragmentProgram()) { #if defined(OGRE_PRETEND_TEXTURE_UNITS) && OGRE_PRETEND_TEXTURE_UNITS > 0 if (numTexUnits > OGRE_PRETEND_TEXTURE_UNITS) numTexUnits = OGRE_PRETEND_TEXTURE_UNITS; #endif if (numTexUnitsRequested > numTexUnits) { if (!autoManageTextureUnits) { // The user disabled auto pass split compileErrors << "Pass " << passNum << ": Too many texture units for the current hardware and no splitting allowed." << std::endl; return false; } else if (currPass->hasVertexProgram()) { // Can't do this one, and can't split a programmable pass compileErrors << "Pass " << passNum << ": Too many texture units for the current hardware and " "cannot split programmable passes." << std::endl; return false; } } } if (currPass->hasComputeProgram()) { // Check fragment program version if (!currPass->getComputeProgram()->isSupported()) { // Can't do this one compileErrors << "Pass " << passNum << ": Compute program " << currPass->getComputeProgram()->getName() << " cannot be used - "; if (currPass->getComputeProgram()->hasCompileError()) compileErrors << "compile error."; else compileErrors << "not supported."; compileErrors << std::endl; return false; } } if (currPass->hasVertexProgram()) { // Check vertex program version if (!currPass->getVertexProgram()->isSupported() ) { // Can't do this one compileErrors << "Pass " << passNum << ": Vertex program " << currPass->getVertexProgram()->getName() << " cannot be used - "; if (currPass->getVertexProgram()->hasCompileError()) compileErrors << "compile error."; else compileErrors << "not supported."; compileErrors << std::endl; return false; } } if (currPass->hasTessellationHullProgram()) { // Check tessellation control program version if (!currPass->getTessellationHullProgram()->isSupported() ) { // Can't do this one compileErrors << "Pass " << passNum << ": Tessellation Hull program " << currPass->getTessellationHullProgram()->getName() << " cannot be used - "; if (currPass->getTessellationHullProgram()->hasCompileError()) compileErrors << "compile error."; else compileErrors << "not supported."; compileErrors << std::endl; return false; } } if (currPass->hasTessellationDomainProgram()) { // Check tessellation control program version if (!currPass->getTessellationDomainProgram()->isSupported() ) { // Can't do this one compileErrors << "Pass " << passNum << ": Tessellation Domain program " << currPass->getTessellationDomainProgram()->getName() << " cannot be used - "; if (currPass->getTessellationDomainProgram()->hasCompileError()) compileErrors << "compile error."; else compileErrors << "not supported."; compileErrors << std::endl; return false; } } if (currPass->hasGeometryProgram()) { // Check geometry program version if (!currPass->getGeometryProgram()->isSupported() ) { // Can't do this one compileErrors << "Pass " << passNum << ": Geometry program " << currPass->getGeometryProgram()->getName() << " cannot be used - "; if (currPass->getGeometryProgram()->hasCompileError()) compileErrors << "compile error."; else compileErrors << "not supported."; compileErrors << std::endl; return false; } } if (currPass->hasFragmentProgram()) { // Check fragment program version if (!currPass->getFragmentProgram()->isSupported()) { // Can't do this one compileErrors << "Pass " << passNum << ": Fragment program " << currPass->getFragmentProgram()->getName() << " cannot be used - "; if (currPass->getFragmentProgram()->hasCompileError()) compileErrors << "compile error."; else compileErrors << "not supported."; compileErrors << std::endl; return false; } } else { // Check a few fixed-function options in texture layers Pass::TextureUnitStateIterator texi = currPass->getTextureUnitStateIterator(); size_t texUnit = 0; while (texi.hasMoreElements()) { TextureUnitState* tex = texi.getNext(); // Any Cube textures? NB we make the assumption that any // card capable of running fragment programs can support // cubic textures, which has to be true, surely? if (tex->is3D() && !caps->hasCapability(RSC_CUBEMAPPING)) { // Fail compileErrors << "Pass " << passNum << " Tex " << texUnit << ": Cube maps not supported by current environment." << std::endl; return false; } // Any 3D textures? NB we make the assumption that any // card capable of running fragment programs can support // 3D textures, which has to be true, surely? if (((tex->getTextureType() == TEX_TYPE_3D) || (tex->getTextureType() == TEX_TYPE_2D_ARRAY)) && !caps->hasCapability(RSC_TEXTURE_3D)) { // Fail compileErrors << "Pass " << passNum << " Tex " << texUnit << ": Volume textures not supported by current environment." << std::endl; return false; } // Any Dot3 blending? if (tex->getColourBlendMode().operation == LBX_DOTPRODUCT && !caps->hasCapability(RSC_DOT3)) { // Fail compileErrors << "Pass " << passNum << " Tex " << texUnit << ": DOT3 blending not supported by current environment." << std::endl; return false; } ++texUnit; } // We're ok on operations, now we need to check # texture units if (!currPass->hasFragmentProgram()) { // Keep splitting this pass so long as units requested > gpu units while (numTexUnitsRequested > numTexUnits) { // chop this pass into many passes currPass = currPass->_split(numTexUnits); numTexUnitsRequested = currPass->getNumTextureUnitStates(); // Advance pass number ++passNum; // Reset iterator i = mPasses.begin() + passNum; // Move the new pass to the right place (will have been created // at the end, may be other passes in between) assert(mPasses.back() == currPass); std::copy_backward(i, (mPasses.end()-1), mPasses.end()); *i = currPass; // Adjust pass index currPass->_notifyIndex(passNum); } } } } // If we got this far, we're ok return true; }
// Create the background nebulae void createBackground(SceneManager *sceneMgr) { // Get the background image String bgImage = ScriptSystem::getSingleton().getScriptString("backgroundImage"); MaterialPtr mat = MaterialManager::getSingleton().getByName("Background"); mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(bgImage); // Get the nebula textures, and set their colors ColourValue col; col.r = ScriptSystem::getSingleton().getScriptNumber("nebula1_R"); col.g = ScriptSystem::getSingleton().getScriptNumber("nebula1_G"); col.b = ScriptSystem::getSingleton().getScriptNumber("nebula1_B"); mat = MaterialManager::getSingleton().getByName("BackgroundNebula1"); TextureUnitState *tu = mat->getTechnique(0)->getPass(0)->getTextureUnitState(1); tu->setColourOperationEx(LBX_MODULATE, LBS_CURRENT, LBS_MANUAL, col, col); col.r = ScriptSystem::getSingleton().getScriptNumber("nebula2_R"); col.g = ScriptSystem::getSingleton().getScriptNumber("nebula2_G"); col.b = ScriptSystem::getSingleton().getScriptNumber("nebula2_B"); mat = MaterialManager::getSingleton().getByName("BackgroundNebula2"); tu = mat->getTechnique(0)->getPass(0)->getTextureUnitState(1); tu->setColourOperationEx(LBX_MODULATE, LBS_CURRENT, LBS_MANUAL, col, col); col.r = ScriptSystem::getSingleton().getScriptNumber("nebula3_R"); col.g = ScriptSystem::getSingleton().getScriptNumber("nebula3_G"); col.b = ScriptSystem::getSingleton().getScriptNumber("nebula3_B"); mat = MaterialManager::getSingleton().getByName("BackgroundNebula3"); tu = mat->getTechnique(0)->getPass(0)->getTextureUnitState(1); tu->setColourOperationEx(LBX_MODULATE, LBS_CURRENT, LBS_MANUAL, col, col); // Create background rectangle covering the whole screen bgRect = new Rectangle2D(true); // Flipping and mirroring Real bgx = rand()%100 < 50 ? -1.0f : 1.0f; Real bgy = rand()%100 < 50 ? -1.0f : 1.0f; bgRect->setCorners(-bgx, bgy, bgx, -bgy); bgRect->setMaterial(MaterialManager::getSingleton().getByName("Background")); // Render the background before everything else bgRect->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY); AxisAlignedBox box; box.setInfinite(); bgRect->setBoundingBox(box); // Attach background to the scene SceneNode* node = sceneMgr->getRootSceneNode()->createChildSceneNode("Background"); node->attachObject(bgRect); // Background stars int starsCount = (int)ScriptSystem::getSingleton().getScriptNumber("starsCount"); ManualObject *stars[4]; for(int ii=0; ii<4; ii++) { stars[ii] = sceneMgr->createManualObject("BackgroundStars" + StringConverter::toString(ii+1)); stars[ii]->begin("BackgroundStars", RenderOperation::OT_POINT_LIST); for(int j=0; j<starsCount; j++) { Vector3 pos; pos.x = Math::RangeRandom(-playfieldWidth, playfieldWidth); pos.y = Math::RangeRandom(-playfieldHeight, playfieldHeight); pos.z = Math::RangeRandom(-140, -5); stars[ii]->position(pos); Real c = Math::RangeRandom(0.1f, 1.0f); stars[ii]->colour(c, c, c); stars[ii]->index(j); } stars[ii]->end(); stars[ii]->setRenderQueueGroup(RENDER_QUEUE_1); stars[ii]->setCastShadows(false); } // Create four groups of stars SceneNode *starsNode = sceneMgr->getRootSceneNode()->createChildSceneNode("BackgroundStars1"); starsNode->attachObject(stars[0]); starsNode->translate(-playfieldWidth/2, -playfieldHeight/2, 0); starsNode = sceneMgr->getRootSceneNode()->createChildSceneNode("BackgroundStars2"); starsNode->attachObject(stars[1]); starsNode->translate(+playfieldWidth/2, -playfieldHeight/2, 0); starsNode = sceneMgr->getRootSceneNode()->createChildSceneNode("BackgroundStars3"); starsNode->attachObject(stars[2]); starsNode->translate(+playfieldWidth/2, +playfieldHeight/2, 0); starsNode = sceneMgr->getRootSceneNode()->createChildSceneNode("BackgroundStars4"); starsNode->attachObject(stars[3]); starsNode->translate(-playfieldWidth/2, +playfieldHeight/2, 0); // Create the nebulae nebulaCount = (int)ScriptSystem::getSingleton().getScriptNumber("nebulaCount"); for(int f=0; f<nebulaCount; f++) { Entity *ent = sceneMgr->createEntity("BackgroundNebula" + StringConverter::toString(f), "Plane.mesh"); ent->setMaterialName("BackgroundNebula" + StringConverter::toString(f%3 + 1)); ent->setCastShadows(false); ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY); Vector3 pos; pos.x = Math::RangeRandom(-playfieldWidth, playfieldWidth); pos.y = Math::RangeRandom(-playfieldHeight, playfieldHeight); pos.z = Math::RangeRandom(-30, -5); SceneNode *node = sceneMgr->getRootSceneNode()->createChildSceneNode("NebulaNode" + StringConverter::toString(f), pos); node->attachObject(ent); Real s = Math::RangeRandom(25, 55); node->scale(s,s,s); node->roll(Degree(Math::RangeRandom(0,360))); node->yaw(Degree(Math::RangeRandom(-15,15))); } }
void Shader::setTexture(std::string name, std::string parameterName) { TextureUnitState* texture = getPass()->createTextureUnitState(name); texture->setTextureNameAlias(parameterName); texture->setName(parameterName); }
//--------------------------------------------------------------------- void TerrainMaterialGeneratorC::SM2Profile::addTechnique( const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt) { Technique* tech = mat->createTechnique(); tech->setSchemeName("GBuffer"); // Only supporting one pass Pass* pass = tech->createPass(); //pass->setName("NO_DEFERRED"); GpuProgramManager& gmgr = GpuProgramManager::getSingleton(); HighLevelGpuProgramManager& hmgr = HighLevelGpuProgramManager::getSingleton(); if (!mShaderGen) { if (hmgr.isLanguageSupported("cg")) mShaderGen = OGRE_NEW ShaderHelperCg(); else { // todo } // check SM3 features mSM3Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_3_0"); mSM4Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_4_0"); } HighLevelGpuProgramPtr vprog = mShaderGen->generateVertexProgram(this, terrain, tt); HighLevelGpuProgramPtr fprog = mShaderGen->generateFragmentProgram(this, terrain, tt); pass->setVertexProgram(vprog->getName()); pass->setFragmentProgram(fprog->getName()); if (tt == HIGH_LOD || tt == RENDER_COMPOSITE_MAP) { // global normal map TextureUnitState* tu = pass->createTextureUnitState(); tu->setTextureName(terrain->getTerrainNormalMap()->getName()); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); // global colour map if (terrain->getGlobalColourMapEnabled() && isGlobalColourMapEnabled()) { tu = pass->createTextureUnitState(terrain->getGlobalColourMap()->getName()); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); } // light map if (isLightmapEnabled()) { tu = pass->createTextureUnitState(terrain->getLightmap()->getName()); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); } // blend maps uint maxLayers = getMaxLayers(terrain); uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount()); uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount())); for (uint i = 0; i < numBlendTextures; ++i) { tu = pass->createTextureUnitState(terrain->getBlendTextureName(i)); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); } // layer textures for (uint i = 0; i < numLayers; ++i) { // diffuse / specular pass->createTextureUnitState(terrain->getLayerTextureName(i, 0)); // normal / height pass->createTextureUnitState(terrain->getLayerTextureName(i, 1)); } } else { // LOW_LOD textures // composite map TextureUnitState* tu = pass->createTextureUnitState(); tu->setTextureName(terrain->getCompositeMap()->getName()); tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); // That's it! } }
bool init() { int width = WINDOW_W, height = WINDOW_H; //int texid; int texUnit = 0; Real limit; Entity *entity; world = new World (); printf("pointer world: %d.\n", world); world->setSize(width, height); world->setBackColor (1.0, 1.0, 1.0, 1.0); camera = world->createCamera ("camera1"); win = world->createRenderWindow (); win->addViewport (camera, 0, 0, width, height); //shader ShaderProgram *shaderProgram = ShaderProgramManager::getInstance()->createShaderProgram(); shaderProgram->loadShaderSource (SHADER_VERT_FILE, SHADER_FRAG_FILE); printf("shaderProgram id: %d\n", shaderProgram->getShaderProgramID()); ShaderProgramParams *params = ShaderProgramManager::getInstance()->createShaderProgramParams(); //shader auto constant params->setNamedAutoConstant (TOY3D_ACT_PROJECTION_MATRIX, "proj_mat"); params->setNamedAutoConstant (TOY3D_ACT_VIEW_MATRIX, "view_mat"); params->setNamedAutoConstant (TOY3D_ACT_WORLD_MATRIX, "world_mat"); //shader attributes params->setNamedAttrConstant(TOY3D_ATTR_VERTEX, "vPosition"); params->setNamedAttrConstant(TOY3D_ATTR_UV, "vTexture"); //shader custom constant limit = 0.1f; printf("limit = %f.\n", limit); params->setNamedCustUniformConstant(TOY3D_CUST_REAL1, "limit", limit); params->setNamedCustUniformConstant(TOY3D_CUST_SAMPLER2D, "sampler2d", texUnit); shaderProgram->bindShaderParameters(params); Texture *tex = TextureManager::getInstance()->createTextureByFile(TEXTURE_FILE); //unsigned char *temp = generateColorData(64, 64,4); //Texture *tex = TextureManager::getInstance()->createTexture(temp, 64, 64, 4); Material *mat = MaterialManager::getInstance()->createMaterial(); mat->setShaderProgram (shaderProgram); //mat->setSceneBlending(T3D_SRC_ALPHA, T3D_ONE_MINUS_SRC_ALPHA, T3D_ADD); TextureUnitState *texUS; texUS = mat->createTextureUnitState("TexUnit1"); if(!texUS) { TOY3D_TIPS("Error: createTextureUnitState failed.\n"); return FALSE; } texUS->setID(texUnit); texUS->setTexture(tex); texUS->setTextureType(T3D_TEXTURE_2D); texUS->setTextureParameter(T3D_LINEAR, T3D_LINEAR, T3D_CLAMP_TO_EDGE, T3D_CLAMP_TO_EDGE); //mat->setTexture(tex); Mesh* mesh = MeshManager::getInstance()->createMesh(); mesh->setRenderMode (TOY3D_TRIANGLE_STRIP); mesh->setVertices (vertices, VERTEX_COUNT); mesh->setUVs( uvs, VERTEX_COUNT); entity = world->createEntity(); entity->setMesh(mesh); entity->setMaterial (mat); return true; }
void App::CreateHUD() { // minimap from road img asp = 1.f; if (terrain) { ofsX=0; ofsY=0; float t = sc.td.fTerWorldSize*0.5; minX = -t; minY = -t; maxX = t; maxY = t; float fMapSizeX = maxX - minX, fMapSizeY = maxY - minY; // map size float size = std::max(fMapSizeX, fMapSizeY*asp); scX = 1.f / size; scY = 1.f / size; //for (int c=0; c<2; ++c) String sMat = "circle_minimap"; //*/"road_minimap_inv"; asp = 1.f; //_temp ManualObject* m = Create2D(sMat,mSplitMgr->mHUDSceneMgr,1,true,true); miniC = m; //asp = float(mWindow->getWidth())/float(mWindow->getHeight()); m->setVisibilityFlags(RV_Hud); m->setRenderQueueGroup(RQG_Hud1); /// change minimap image MaterialPtr mm = MaterialManager::getSingleton().getByName(sMat); Pass* pass = mm->getTechnique(0)->getPass(0); TextureUnitState* tus = pass->getTextureUnitState(0); if (tus) tus->setTextureName(pSet->track + "_mini.png"); tus = pass->getTextureUnitState(2); if (tus) tus->setTextureName(pSet->track + "_ter.jpg"); UpdMiniTer(); float fHudSize = pSet->size_minimap; const float marg = 1.f + 0.05f; // from border fMiniX = 1 - fHudSize * marg, fMiniY = 1 - fHudSize*asp * marg; ndMap = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(fMiniX,fMiniY,0)); ndMap->scale(fHudSize, fHudSize*asp, 1); ndMap->attachObject(m); // car pos dot - for all carModels (ghost and remote too) vMoPos.clear(); vNdPos.clear(); for (int i=0; i < /*pSet->local_players*/carModels.size(); ++i) { vMoPos.push_back(0); vMoPos[i] = Create2D("hud/CarPos", mSplitMgr->mHUDSceneMgr, 0.4f, true, true); vMoPos[i]->setVisibilityFlags(RV_Hud); vMoPos[i]->setRenderQueueGroup(RQG_Hud3); vNdPos.push_back(0); vNdPos[i] = ndMap->createChildSceneNode(); vNdPos[i]->scale(fHudSize*1.5f, fHudSize*1.5f, 1); vNdPos[i]->attachObject(vMoPos[i]); /*vNdPos[i]->setVisible(false); */} ndMap->setVisible(false/*pSet->trackmap*/); } // backgr gauges ManualObject* mrpmB = Create2D("hud/rpm",mSplitMgr->mHUDSceneMgr,1); mrpmB->setVisibilityFlags(RV_Hud); mrpmB->setRenderQueueGroup(RQG_Hud1); nrpmB = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode(); nrpmB->attachObject(mrpmB); nrpmB->setScale(0,0,0); nrpmB->setVisible(false); ManualObject* mvelBk = Create2D("hud/kmh",mSplitMgr->mHUDSceneMgr,1); mvelBk->setVisibilityFlags(RV_Hud); mvelBk->setRenderQueueGroup(RQG_Hud1); nvelBk = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode(); nvelBk->attachObject(mvelBk); nvelBk->setScale(0,0,0); mvelBk->setVisible(false); ManualObject* mvelBm = Create2D("hud/mph",mSplitMgr->mHUDSceneMgr,1); mvelBm->setVisibilityFlags(RV_Hud); mvelBm->setRenderQueueGroup(RQG_Hud1); nvelBm = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode(); nvelBm->attachObject(mvelBm); nvelBm->setScale(0,0,0); mvelBm->setVisible(false); // needles mrpm = Create2D("hud/needle",mSplitMgr->mHUDSceneMgr,1,true); mrpm->setVisibilityFlags(RV_Hud); mrpm->setRenderQueueGroup(RQG_Hud3); nrpm = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode(); nrpm->attachObject(mrpm); nrpm->setScale(0,0,0); nrpm->setVisible(false); mvel = Create2D("hud/needle",mSplitMgr->mHUDSceneMgr,1,true); mvel->setVisibilityFlags(RV_Hud); mvel->setRenderQueueGroup(RQG_Hud3); nvel = mSplitMgr->mHUDSceneMgr->getRootSceneNode()->createChildSceneNode(); nvel->attachObject(mvel); nvel->setScale(0,0,0); nvel->setVisible(false); // overlays OverlayManager& ovr = OverlayManager::getSingleton(); ovCam = ovr.getByName("Car/CameraOverlay"); ovGear = ovr.getByName("Hud/Gear"); hudGear = ovr.getOverlayElement("Hud/GearText"); ovVel = ovr.getByName("Hud/Vel"); hudVel = ovr.getOverlayElement("Hud/VelText"); ovBoost = ovr.getByName("Hud/Boost"); hudBoost = ovr.getOverlayElement("Hud/BoostText"); ovAbsTcs = ovr.getByName("Hud/AbsTcs"); hudAbs = ovr.getOverlayElement("Hud/AbsText"); ovCarDbg = ovr.getByName("Car/Stats"); hudTcs = ovr.getOverlayElement("Hud/TcsText"); ovTimes = ovr.getByName("Hud/Times"); hudTimes = ovr.getOverlayElement("Hud/TimesText"); ovOpp = ovr.getByName("Hud/Opponents"); hudOppB = ovr.getOverlayElement("Hud/OpponentsPanel"); for (int o=0; o < 5; ++o) for (int c=0; c < 3; ++c) { hudOpp[o][c] = ovr.getOverlayElement("Hud/OppText"+toStr(o)+"_"+toStr(c)); hudOpp[o][c]->setCaption(""); } for (int o=0; o < carModels.size(); ++o) // fill car names, not changed during play { const CarModel* cm = carModels[o]; if (cm->eType != CarModel::CT_REPLAY) { hudOpp[o][2]->setCaption(cm->sDispName); hudOpp[o][2]->setColour(cm->color); } } ovWarnWin = ovr.getByName("Hud/WarnAndWin"); hudWarnChk = ovr.getOverlayElement("Hud/Warning"); hudWarnChk->setCaption(String(TR("#{WrongChk}"))); hudWonPlace = ovr.getOverlayElement("Hud/WonPlace"); // dbg lines ovCarDbgTxt = ovr.getByName("Car/StatsTxt"); //ovCarDbgTxt->show(); ovCarDbg = ovr.getByName("Car/Stats"); //ovCarDbg->show(); // bars for (int i=0; i < 5; i++) { ovL[i] = ovr.getOverlayElement("L_"+toStr(i+1)); ovR[i] = ovr.getOverlayElement("R_"+toStr(i+1)); ovS[i] = ovr.getOverlayElement("S_"+toStr(i+1)); ovU[i] = ovr.getOverlayElement("U_"+toStr(i+1)); } ShowHUD(); //_ bSizeHUD = true; //SizeHUD(true); }
//------------------------------------------------------------------------------------- void BasicTutorial2::createScene(void) { mSceneMgr->setAmbientLight(Ogre::ColourValue(0, 0, 0)); //mSceneMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); Ogre::Entity* entNinja = mSceneMgr->createEntity("Ninja", "ninja.mesh"); entNinja->setCastShadows(true); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entNinja); Ogre::Plane plane(Ogre::Vector3::UNIT_Y, 0); Ogre::MeshManager::getSingleton().createPlane("ground", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane, 1500, 1500, 20, 20, true, 1, 5, 5, Ogre::Vector3::UNIT_Z); Ogre::Entity* entGround = mSceneMgr->createEntity("GroundEntity", "ground"); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(entGround); entGround->setMaterialName("Examples/Rockwall"); //entGround->setMaterialName("RttMat"); entGround->setCastShadows(false); Ogre::Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh"); Ogre::SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("HeadNode"); headNode->attachObject(ogreHead); headNode->setPosition(50,120,0); Ogre::Light* pointLight = mSceneMgr->createLight("pointLight"); pointLight->setType(Ogre::Light::LT_POINT); pointLight->setPosition(Ogre::Vector3(0, 150, 250)); pointLight->setDiffuseColour(1.0, 0.0, 0.0); pointLight->setSpecularColour(1.0, 0.0, 0.0); Ogre::Light* directionalLight = mSceneMgr->createLight("directionalLight"); directionalLight->setType(Ogre::Light::LT_DIRECTIONAL); directionalLight->setDiffuseColour(Ogre::ColourValue(.25, .25, 0)); directionalLight->setSpecularColour(Ogre::ColourValue(.25, .25, 0)); directionalLight->setDirection(Ogre::Vector3( 0, -1, 1 )); Ogre::Light* spotLight = mSceneMgr->createLight("spotLight"); spotLight->setType(Ogre::Light::LT_SPOTLIGHT); spotLight->setDiffuseColour(0, 0, 1.0); spotLight->setSpecularColour(0, 0, 1.0); spotLight->setDirection(-1, -1, 0); spotLight->setPosition(Ogre::Vector3(300, 300, 0)); spotLight->setSpotlightRange(Ogre::Degree(35), Ogre::Degree(50)); //------------------ using namespace Ogre; TexturePtr texture = TextureManager::getSingleton(). createManual( "RttTex",ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D,512, 512, 0, PF_R8G8B8, TU_RENDERTARGET ); RenderTarget *rttTex = texture->getBuffer()->getRenderTarget(); mReflectCam = mSceneMgr->createCamera("ReflectCam"); mReflectCam->setOrientation(mCamera->getOrientation()); mReflectCam->setPosition(mCamera->getPosition()); mReflectCam->setNearClipDistance(mCamera->getNearClipDistance()); mReflectCam->setFarClipDistance(mCamera->getFarClipDistance()); mReflectCam->setAspectRatio( (Real)mWindow->getViewport(0)->getActualWidth() / (Real)mWindow->getViewport(0)->getActualHeight()); Viewport *v = rttTex->addViewport( mReflectCam ); v->setClearEveryFrame( true ); v->setBackgroundColour( ColourValue::Black ); //MaterialPtr mat = MaterialManager::getSingleton().create("RttMat",ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); //TextureUnitState* t = mat->getTechnique(0)->getPass(0)->createTextureUnitState("RustedMetal.jpg"); MaterialPtr mat; TextureUnitState *t = NULL; Entity *entMaterial = entGround ; int nCnt = entGround->getNumSubEntities(); for ( int i=0; i<nCnt; i++) { SubEntity* _SubEnt = entMaterial->getSubEntity(i); MaterialPtr _MaterPtr; Pass * _Pass; mat = _SubEnt->getMaterial(); break; } t = mat->getTechnique(0)->getPass(0)->createTextureUnitState("RttTex"); // Blend with base texture t->setColourOperationEx(LBX_BLEND_MANUAL, LBS_TEXTURE, LBS_CURRENT,ColourValue::White, ColourValue::White, 0.65); t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP); t->setProjectiveTexturing(true, mReflectCam); rttTex->addListener(this); // set up linked reflection mReflectCam->enableReflection(plane); // Also clip mReflectCam->enableCustomNearClipPlane(plane); //------------------ #if 0 // skybox //mSceneMgr->setSkyBox(true, "Examples/SpaceSkyBox");//, 10); //mSceneMgr->setSkyBox(true, "Examples/SpaceSkyBox", 5000, false); #endif #if 0 // skydome mSceneMgr->setSkyDome(true, "Examples/CloudySky", 5, 8); #endif #if 0 //skyplane Ogre::Plane plane2; plane2.d = 1000; plane2.normal = Ogre::Vector3::NEGATIVE_UNIT_Y; //mSceneMgr->setSkyPlane(true, plane2, "Examples/SpaceSkyPlane", 1500, 75); mSceneMgr->setSkyPlane(true, plane, "Examples/CloudySky", 1500, 40, true, 1.5f, 150, 150); #endif #if 0 Ogre::ColourValue fadeColour(0.9, 0.9, 0.9); mWindow->getViewport(0)->setBackgroundColour(fadeColour); //mSceneMgr->setFog(Ogre::FOG_LINEAR, fadeColour, 0.0, 50, 500); //mSceneMgr->setFog(Ogre::FOG_EXP, fadeColour, 0.005); mSceneMgr->setFog(Ogre::FOG_EXP2, fadeColour, 0.003); #endif { Ogre::ColourValue fadeColour(0.1, 0.1, 0.1); mWindow->getViewport(0)->setBackgroundColour(fadeColour); mSceneMgr->setFog(Ogre::FOG_LINEAR, fadeColour, 0.0, 10, 150); Ogre::Plane plane; plane.d = 10; plane.normal = Ogre::Vector3::NEGATIVE_UNIT_Y; mSceneMgr->setSkyPlane(true, plane, "Examples/SpaceSkyPlane", 100, 45, true, 0.5, 150, 150); } }
void PlayPen_testProjectSphere::setupContent() { mSceneMgr->setAmbientLight(ColourValue::White); Plane plane; plane.normal = Vector3::UNIT_Y; plane.d = 0; MeshManager::getSingleton().createPlane("Myplane", TRANSIENT_RESOURCE_GROUP, plane, 4500,4500,10,10,true,1,5,5,Vector3::UNIT_Z); Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" ); pPlaneEnt->setMaterialName("Examples/GrassFloor"); pPlaneEnt->setCastShadows(false); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt); mProjectionSphere = new Sphere(Vector3(0, 2000, 0), 1500.0); ManualObject* debugSphere = mSceneMgr->createManualObject("debugSphere"); debugSphere->begin("BaseWhiteNoLighting", RenderOperation::OT_LINE_STRIP); for (int i = 0; i <= 20; ++i) { Vector3 basePos(mProjectionSphere->getRadius(), 0, 0); Quaternion quat; quat.FromAngleAxis(Radian(((float)i/(float)20)*Math::TWO_PI), Vector3::UNIT_Y); basePos = quat * basePos; debugSphere->position(basePos); } for (int i = 0; i <= 20; ++i) { Vector3 basePos(mProjectionSphere->getRadius(), 0, 0); Quaternion quat; quat.FromAngleAxis(Radian(((float)i/(float)20)*Math::TWO_PI), Vector3::UNIT_Z); basePos = quat * basePos; debugSphere->position(basePos); } debugSphere->end(); mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(0,2000,0))->attachObject(debugSphere); MaterialPtr mat = MaterialManager::getSingleton().create("scissormat", TRANSIENT_RESOURCE_GROUP); Pass* p = mat->getTechnique(0)->getPass(0); p->setDepthWriteEnabled(false); p->setSceneBlending(SBT_TRANSPARENT_ALPHA); TextureUnitState* t = p->createTextureUnitState(); t->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, ColourValue::Red); t->setAlphaOperation(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, 0.5f); mScissorRect = mSceneMgr->createManualObject("mScissorRect"); mScissorRect->setUseIdentityProjection(true); mScissorRect->setUseIdentityView(true); AxisAlignedBox aabb; aabb.setInfinite(); mScissorRect->setBoundingBox(aabb); mScissorRect->begin(mat->getName()); mScissorRect->position(Vector3::ZERO); mScissorRect->position(Vector3::ZERO); mScissorRect->position(Vector3::ZERO); mScissorRect->quad(0, 1, 2, 3); mScissorRect->end(); mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(mScissorRect); mCamera->setPosition(0,3000,5000); mCamera->lookAt(mProjectionSphere->getCenter()); }
//------------------------------------------------------ void MaterialService::addWorldMaterialTemplate( unsigned int idx, const Ogre::MaterialPtr &material) { assert(material); mTemplateMaterials.insert(make_pair(idx, material)); TextureDimensions2D dimensions; dimensions.first = 64; dimensions.second = 64; if (material->getNumTechniques() > 0) { Pass *shadPass = material->getTechnique(0)->getPass(0); if (shadPass->getNumTextureUnitStates() > 0) { TextureUnitState *tus = shadPass->getTextureUnitState(0); try { // ensure the material is loaded before getting the dimensions material->escalateLoading(); // This is stupid, but can happen - the getTextureDimensions // seems buggy in this regard if (tus->getNumFrames() <= 0) { LOG_ERROR("MaterialService: Error getting texture " "dimensions (Mat. %s) : Zero frame count!", material->getName().c_str()); } else { dimensions = tus->getTextureDimensions(); // register the scale std::pair<float, float> tscale; tscale.first = tus->getTextureUScale(); tscale.second = tus->getTextureVScale(); // register the texture scale... setWRTextureScale(idx, tscale); // reset the scale back, it is canceled out by the fact we // UV map with different txt dimensions tus->setTextureUScale(1.0f); tus->setTextureVScale(1.0f); dimensions.first = static_cast<unsigned int>( tscale.first * dimensions.first); dimensions.second = static_cast<unsigned int>( tscale.second * dimensions.second); } } catch (Ogre::Exception &e) { // Nothing, just log it could not be done LOG_ERROR( "MaterialService: Error getting texture dimensions : %s", e.getFullDescription().c_str()); } } } LOG_INFO("MaterialService: Registered a WR template material %u - %s", idx, material->getName().c_str()); // insert mTextureDimensionMap.insert(make_pair(idx, dimensions)); }