コード例 #1
0
	//------------------------------------------------------
	void MaterialService::prepareMaterialInstance(MaterialPtr& mat, unsigned int idx, int tag) {
		if (tag < 0) // Should not be here if the polygon is sky textured
			OPDE_EXCEPT("Non-instanced material instance requested", "MaterialService::prepareMaterialInstance");

		mat->setReceiveShadows(true);

		StringUtil::StrStreamType lightmapName;
		lightmapName << "@lightmap" << tag;

		Pass *shadPass = mat->getTechnique(0)->getPass(0);

		if (shadPass->getNumTextureUnitStates() <= 1) {
			// Lightmap texture is added here
			TextureUnitState* tex = shadPass->createTextureUnitState(lightmapName.str());


			// Blend
			tex->setColourOperation(LBO_MODULATE);
			// Use 2nd texture co-ordinate set
			tex->setTextureCoordSet(1);

			// Clamp
			tex->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);


			// Switch filtering off to see lmap pixels: TFO_NONE
			tex->setTextureFiltering(TFO_BILINEAR);
		} else {
			// There is a definition of the lightmapping pass already, we only update that definition
			TextureUnitState* tex = shadPass->getTextureUnitState(1);
			tex->setTextureName(lightmapName.str());
			tex->setTextureCoordSet(1);
		}
	}
コード例 #2
0
	// ---------------------------------------------------------------------
	void MaterialService::createJorgeMaterial(const Ogre::String& resourceGroup) {
		std::string shaderName("@template0");

		if (!MaterialManager::getSingleton().resourceExists(shaderName)) {
			MaterialPtr shadMat = MaterialManager::getSingleton().create(shaderName, 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);

			// Texture unit state for the main texture...
			// jorge.png is compiled-in - see the RenderService::prepareHardcodedMedia
			TextureUnitState* tus = shadPass->createTextureUnitState("jorge.png");


			// Set replace on all first layer textures for now
			tus->setTextureAddressingMode(TextureUnitState::TAM_WRAP);
			tus->setTextureCoordSet(0);
			tus->setTextureFiltering(TFO_BILINEAR);

			tus->setTextureUScale(1.0f);
			tus->setTextureVScale(1.0f);

			// No dynamic lighting
			shadMat->setLightingEnabled(false);

			shadMat->load();
			addWorldMaterialTemplate(0, shadMat); // fixed at slot 0
		}
	}
コード例 #3
0
    //-----------------------------------------------------------------------
    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;
    }
コード例 #4
0
	//-----------------------------------------------------------------------
	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);
	}