//------------------------------------------------------------------------------------ Ogre::TextureUnitState* MaterialService::createAnimatedTextureState(Pass* pass, const String& baseTextureName, const String& resourceGroup, float fps) { // // Texture unit state for the main texture... TextureUnitState* tus = pass->createTextureUnitState(baseTextureName); StringVectorPtr mat_textures; // if if was found, then we'll proceed by enumerating all the resources with the same name, // but with _NUMBER mat_textures = getAnimTextureNames(baseTextureName, resourceGroup); // if we have anim. textures: if (!mat_textures.isNull() && mat_textures->size() > 1) { // convert to String* array size_t size = mat_textures->size(); String* sarray = new String[size]; size_t s = 0; for (StringVector::iterator it = mat_textures->begin(); s < size; ++it, ++s) { sarray[s] = *it; } tus->setAnimatedTextureName(sarray, size, size/fps); delete[] sarray; } return tus; }
//------------------------------------------------------------------------------------ Ogre::TextureUnitState *MaterialService::createAnimatedTextureState( Pass *pass, const String &baseTextureName, const String &resourceGroup, float fps) { // // Texture unit state for the main texture... TextureUnitState *tus = pass->createTextureUnitState(baseTextureName); // if if was found, then we'll proceed by enumerating all the resources with // the same name, but with _NUMBER auto mat_textures = getAnimTextureNames(baseTextureName, resourceGroup); // if we have anim. textures: if (mat_textures.size() > 1) { // convert to String* array size_t size = mat_textures.size(); std::unique_ptr<String[]> sarray(new String[size]); size_t i = 0; for (const String &s : mat_textures) { sarray[i++] = s; } tus->setAnimatedTextureName(sarray.get(), size, size / fps); } return tus; }
//----------------------------------------------------------------------- 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; 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; }