コード例 #1
0
ファイル: EditDobject_NT.cpp プロジェクト: gitrider/wxsj2
// 设置模型的透明度
// 0 -- 完全透明。
// 1 -- 不透明。
void CEditDobject_NT::SetTransparence(float Transparence)
{
	int iCount = m_EntityList.size();
	Ogre::Entity* pEntity = NULL;

	for(int i = 0; i < iCount; i++)
	{
		pEntity = m_EntityList[i].pEntity;
		if(pEntity)
		{
			 Ogre::SubEntity* pSubEntiy = pEntity->getSubEntity(0);
			
			 if(pSubEntiy)
			 {
				Ogre::MaterialPtr material1 = pSubEntiy->getMaterial();
				Ogre::Technique* t1 = material1->getBestTechnique();
				Ogre::Pass* p1 = t1->getPass(0);

				p1->setSceneBlending(Ogre::SBT_ADD  );
				p1->setSceneBlending(Ogre::SBF_SOURCE_ALPHA , Ogre::SBF_ONE_MINUS_SOURCE_ALPHA );
				Ogre::TextureUnitState* pTextureState = p1->getTextureUnitState(0);
				pTextureState->setAlphaOperation(Ogre::LBX_MODULATE, Ogre::LBS_TEXTURE, Ogre::LBS_MANUAL, 1, Transparence, 1);
				 
				//Ogre::ColourValue color(1,0.0,0.0,0.1) ;
				//pTextureState->setColourOperationEx(LBX_ADD , LBS_TEXTURE , LBS_MANUAL, color, color );
				
			 }

		}
	}
}
コード例 #2
0
ファイル: gkHUDElement.cpp プロジェクト: Ali-il/gamekit
void gkHUDElement::setMaterialAlpha(float factor)
{
	if (!m_element) return;

	try
	{
		Ogre::MaterialPtr material = m_element->getMaterial();
		Ogre::Pass* pass = material->getTechnique(0)->getPass(0);		
		if (m_alphaBlend > 1.f)
		{
			pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);				
			m_alphaBlend = 1.f;
		}
		Ogre::TextureUnitState* tu = pass->getTextureUnitState(0);
		if (tu)
		{
			factor = gkClamp(factor, 0.f, 1.f);
			tu->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_CURRENT, factor);
			m_alphaBlend = factor;
		}
	}
	catch (Ogre::Exception& e)
	{
		gkPrintf("HUD Error: %s", e.what());
	}
}
コード例 #3
0
	void TerrainProjectionMarker::AddMaterial(const string& matName)
	{
		// check if material is already added or there's no material
		if( _targetMaterials.find(matName) != _targetMaterials.end() ||
			matName.empty() )
		{
			return;
		}

		string matName2 = "StoreMat";

		// get the material ptr
		Ogre::MaterialPtr mat = (Ogre::MaterialPtr)Ogre::MaterialManager::getSingleton().getByName(matName);

		// create a new pass in the material to render the decal
		Ogre::Pass* pass = mat->getTechnique(0)->createPass();

		// set up the decal's texture unit
		Ogre::TextureUnitState *texState = pass->createTextureUnitState(GetTextureName());
		texState->setProjectiveTexturing(true, _projectionFrustum);
		texState->setTextureAddressingMode(Ogre::TextureUnitState::TAM_WRAP);
		texState->setTextureFiltering(Ogre::FO_POINT, Ogre::FO_LINEAR, Ogre::FO_NONE);
		texState->setAlphaOperation(Ogre::LBX_ADD);

		// set our pass to blend the decal over the model's regular texture
		pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
		pass->setDepthBias(2.5f, 2.5f);
		pass->setDepthCheckEnabled(false);

		// set the decal to be self illuminated instead of lit by scene lighting
		pass->setLightingEnabled(false);

		// save pass in map
		_targetMaterials[matName] = pass;
	}
コード例 #4
0
ファイル: Fader.hpp プロジェクト: ChWick/Mencus
    void fade(Ogre::Real tpf) {
        if (m_eFadeOperation != FADE_NONE && m_pTextUnitState) {
            m_pTextUnitState->setAlphaOperation(Ogre::LBX_MODULATE, Ogre::LBS_MANUAL, Ogre::LBS_TEXTURE, m_fAlpha);

            if (m_eFadeOperation == FADE_IN) {
                m_fCurrentDuration -= tpf;
                m_fAlpha = m_fCurrentDuration / m_fTotalDuration;
                if (m_fAlpha < 0.0) {
                    m_pOverlay->hide();
                    m_eFadeOperation = FADE_NONE;
                    if (m_pFaderCallback) {
                        m_pFaderCallback->fadeInCallback();
                    }
                }
            }
            else if (m_eFadeOperation == FADE_OUT) {
                m_fCurrentDuration += tpf;
                m_fAlpha = m_fCurrentDuration / m_fTotalDuration;
                if (m_fAlpha > 1.0) {
                    m_eFadeOperation = FADE_NONE;
                    if (m_pFaderCallback) {
                        m_pFaderCallback->fadeOutCallback();
                    }
                }
            }
        }
#ifdef USE_SPRITE_SHADER
        m_SpritePixelShaderParameters->setNamedConstant("colour", Ogre::ColourValue(1, 1, 1, m_fAlpha));
#endif
    }
コード例 #5
0
void CubeWorld::createWaterTexture (const TCHAR* pName)
{
	Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().create(pName, "General", true );
	Ogre::Technique* tech = mat->getTechnique(0);
	Ogre::Pass* pass = tech->getPass(0);
	Ogre::TextureUnitState* tex = pass->createTextureUnitState();

	tech->setLightingEnabled(false);

	pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
	pass->setDepthWriteEnabled(false);

	tex->setColourOperationEx(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_CURRENT, Ogre::ColourValue(0, 0, 1));
	tex->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_CURRENT, 0.5);
}
コード例 #6
0
	void Decal::registerPass(Ogre::Pass* _Pass)
	{
		unregister();

		_Pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
		_Pass->setCullingMode(Ogre::CULL_NONE);
        _Pass->setDepthBias(1,1);
        _Pass->setLightingEnabled(false);
		_Pass->setDepthWriteEnabled(false);

		Ogre::TextureUnitState *DecalTexture = _Pass->createTextureUnitState(mTextureName);
        DecalTexture->setProjectiveTexturing(true, mProjector);
		DecalTexture->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
		DecalTexture->setTextureFiltering(Ogre::FO_LINEAR, Ogre::FO_LINEAR, Ogre::FO_NONE);
		DecalTexture->setAlphaOperation(Ogre::LBX_MODULATE, Ogre::LBS_TEXTURE, Ogre::LBS_MANUAL, 1.0, mTransparency);

		mRegisteredPass = _Pass;
	}
コード例 #7
0
ファイル: lagom_player_base.cpp プロジェクト: jaschmid/Lagom
bool LagomPlayerBase::Update(float time_elapsed)
{
	_health += getIntFactory().HealthRegeneration*time_elapsed/1000.0f;
	if(_health >= getIntFactory().Health)
		_health = getIntFactory().Health;
	
	_factoryHighlightRemaining -= time_elapsed;
	if(_factoryHighlightRemaining < 0.0f)
		_factoryHighlightRemaining = 0.0f;

	float newCooldown = _buildCooldown - time_elapsed;
	if( (newCooldown > 0.0f) != (_buildCooldown > 0.0f))
		_factoryHighlightRemaining = getIntFactory().ConstructionHighlightTime;
	_buildCooldown = newCooldown;

	Ogre::ColourValue playerColor = Lagom::getSingleton().GetPlayerColor();

	Ogre::ColourValue staticColor = playerColor*.05f + Ogre::ColourValue(.1,.1,.1,.0f);
	Ogre::ColourValue pulseColor = playerColor * _state.GetPulsePower();

	_materialInstance->setCustomParameter(0,Ogre::Vector4(staticColor.r,staticColor.g,staticColor.b,.0f));
	_materialInstance->setCustomParameter(1,Ogre::Vector4(pulseColor.r,pulseColor.g,pulseColor.b,_state.GetPulseTime()));
	
	if(	_selectedActorFactory !=_actorFactories.end() && _selectedActorFactory->second != _constructionObject)
	{
		if(_constructionObject)
			_sceneNode->removeChild(_constructionObject);
		_constructionObject=_selectedActorFactory->second;
		_constructionObject->setPosition(getIntFactory().ConstructionOffset);
		if(_constructionObject)
			_sceneNode->addChild(_constructionObject);
	}

	if(_constructionObject)
	{
		Ogre::ColourValue constructionColour(0.0f,0.0f,0.0f,0.0f);
		float constructionAlpha = 1.0f;

		if(_draggingConstruction)
		{
			if(checkConstructionRestriction(_selectedActorFactory->first,_currentDragLocation))
				constructionColour=playerColor;
			else
				constructionColour=Ogre::ColourValue::Black;
		}
		else if(_buildCooldown <= 0.0f)
		{
			if(_hoverConstructing)
				constructionColour = Ogre::ColourValue::White;
			else if(_factoryHighlightRemaining>= 0.0f)
			{
				float highlight = _factoryHighlightRemaining / getIntFactory().ConstructionHighlightTime;
				float rev_h = 1.0f - highlight;
				constructionColour = Ogre::ColourValue(playerColor.r*rev_h + highlight,playerColor.g*rev_h + highlight,playerColor.b*rev_h + highlight,1.0f);
			}
			else
				constructionColour=playerColor;
		}
		else
		{
			constructionAlpha = std::max(std::min(1.0f - _buildCooldown / _buildCooldownMax,1.0f),0.0f);
			constructionAlpha *= getIntFactory().ConstructionAlphaFactor;
		}

		Ogre::MaterialPtr materialPtr = Ogre::MaterialManager::getSingleton().getByName(getIntFactory().ConstructingMaterial);

		Ogre::TextureUnitState* ptus = materialPtr->getTechnique(0)->getPass(0)->getTextureUnitState(0); //1st pass, first texture unit
		Ogre::TextureUnitState* ptus2 = materialPtr->getTechnique(0)->getPass(1)->getTextureUnitState(0); //2nd pass, first texture unit
		ptus->setColourOperationEx(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_TEXTURE, constructionColour);
		ptus->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_TEXTURE, .25f * constructionAlpha);
		ptus2->setColourOperationEx(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_TEXTURE, constructionColour);
		ptus2->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_TEXTURE, .25f* constructionAlpha);

		if(!_draggingConstruction)
		{
			float rotation_speed = time_elapsed / 500.0f;
			Ogre::Quaternion rot1;
			rot1.FromAngleAxis(Ogre::Radian(rotation_speed), Ogre::Vector3( 0.0f , 1.0f, 0.0f).normalisedCopy() );
			_constructionObject->rotate( rot1);
		}
		else
		{
			_constructionObject->setOrientation(1.0f,0.0f,0.0f,0.0f);
			static_cast<Ogre::Entity*>(_constructionObject->getAttachedObject(0))->setMaterialName(getIntFactory().ConstructingMaterial);
		}

			
	}

	_energy = 1000.0f;

	if(_health <= 0.0f)
		return false;

	return true;
}
コード例 #8
0
ファイル: material.cpp プロジェクト: PLkolek/openmw
    Ogre::MaterialPtr MaterialGenerator::create(bool renderCompositeMap, bool displayCompositeMap)
    {
        assert(!renderCompositeMap || !displayCompositeMap);

        static int count = 0;
        std::stringstream name;
        name << "terrain/mat" << count++;

        if (!mShaders)
        {
            Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().create(name.str(),
                                                               Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
            Ogre::Technique* technique = mat->getTechnique(0);
            technique->removeAllPasses();

            if (displayCompositeMap)
            {
                Ogre::Pass* pass = technique->createPass();
                pass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
                pass->createTextureUnitState(mCompositeMap)->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
            }
            else
            {
                assert(mLayerList.size() == mBlendmapList.size()+1);
                std::vector<Ogre::TexturePtr>::iterator blend = mBlendmapList.begin();
                for (std::vector<LayerInfo>::iterator layer = mLayerList.begin(); layer != mLayerList.end(); ++layer)
                {
                    Ogre::Pass* pass = technique->createPass();
                    pass->setLightingEnabled(false);
                    pass->setVertexColourTracking(Ogre::TVC_NONE);
                    // TODO: How to handle fog?
                    pass->setFog(true, Ogre::FOG_NONE);

                    bool first = (layer == mLayerList.begin());

                    Ogre::TextureUnitState* tus;

                    if (!first)
                    {
                        pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
                        pass->setDepthFunction(Ogre::CMPF_EQUAL);

                        tus = pass->createTextureUnitState((*blend)->getName());
                        tus->setAlphaOperation(Ogre::LBX_BLEND_TEXTURE_ALPHA,
                                               Ogre::LBS_TEXTURE,
                                               Ogre::LBS_TEXTURE);
                        tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
                                                  Ogre::LBS_TEXTURE,
                                                  Ogre::LBS_TEXTURE);
                        tus->setIsAlpha(true);
                        tus->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);

                        float scale = (16/(16.f+1.f));
                        tus->setTextureScale(1.f/scale,1.f/scale);
                    }

                    // Add the actual layer texture on top of the alpha map.
                    tus = pass->createTextureUnitState(layer->mDiffuseMap);
                    if (!first)
                        tus->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA,
                                                  Ogre::LBS_TEXTURE,
                                                  Ogre::LBS_CURRENT);

                    tus->setTextureScale(1/16.f,1/16.f);

                    if (!first)
                        ++blend;
                }

                if (!renderCompositeMap)
                {
                    Ogre::Pass* lightingPass = technique->createPass();
                    lightingPass->setSceneBlending(Ogre::SBT_MODULATE);
                    lightingPass->setVertexColourTracking(Ogre::TVC_AMBIENT|Ogre::TVC_DIFFUSE);
                    lightingPass->setFog(true, Ogre::FOG_NONE);
                }
            }

            return mat;
        }
#if TERRAIN_USE_SHADER
        else
        {
            sh::MaterialInstance* material = sh::Factory::getInstance().createMaterialInstance (name.str());
            material->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));

            if (displayCompositeMap)
            {
                sh::MaterialInstancePass* p = material->createPass ();

                p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
                p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
                p->mShaderProperties.setProperty ("is_first_pass", sh::makeProperty(new sh::BooleanValue(true)));
                p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(false)));
                p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(true)));
                p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue("0")));
                p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue("0")));
                p->mShaderProperties.setProperty ("normal_map_enabled", sh::makeProperty (new sh::BooleanValue(false)));
                p->mShaderProperties.setProperty ("parallax_enabled", sh::makeProperty (new sh::BooleanValue(false)));
                p->mShaderProperties.setProperty ("normal_maps",
                                                  sh::makeProperty (new sh::IntValue(0)));

                sh::MaterialInstanceTextureUnit* tex = p->createTextureUnit ("compositeMap");
                tex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mCompositeMap)));
                tex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));

                // shadow. TODO: repeated, put in function
                if (mShadows)
                {
                    for (int i = 0; i < (mSplitShadows ? 3 : 1); ++i)
                    {
                        sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
                        shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
                    }
                }
                p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
                    Ogre::StringConverter::toString(1))));

                p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(0)));
            }
            else
            {

                bool shadows = mShadows && !renderCompositeMap;

                int layerOffset = 0;
                while (layerOffset < (int)mLayerList.size())
                {
                    int blendmapOffset = (layerOffset == 0) ? 1 : 0; // the first layer of the first pass is the base layer and does not need a blend map

                    // Check how many layers we can fit in this pass
                    int numLayersInThisPass = 0;
                    int numBlendTextures = 0;
                    std::vector<std::string> blendTextures;
                    int remainingTextureUnits = OGRE_MAX_TEXTURE_LAYERS;
                    if (shadows)
                        remainingTextureUnits -= (mSplitShadows ? 3 : 1);
                    while (remainingTextureUnits && layerOffset + numLayersInThisPass < (int)mLayerList.size())
                    {
                        int layerIndex = numLayersInThisPass + layerOffset;

                        int neededTextureUnits=0;
                        int neededBlendTextures=0;

                        if (layerIndex != 0)
                        {
                            std::string blendTextureName = mBlendmapList[getBlendmapIndexForLayer(layerIndex)]->getName();
                            if (std::find(blendTextures.begin(), blendTextures.end(), blendTextureName) == blendTextures.end())
                            {
                                blendTextures.push_back(blendTextureName);
                                ++neededBlendTextures;
                                ++neededTextureUnits; // blend texture
                            }
                        }
                        ++neededTextureUnits; // layer texture

                        // Check if this layer has a normal map
                        if (mNormalMapping && !mLayerList[layerIndex].mNormalMap.empty() && !renderCompositeMap)
                            ++neededTextureUnits; // normal map
                        if (neededTextureUnits <= remainingTextureUnits)
                        {
                            // We can fit another!
                            remainingTextureUnits -= neededTextureUnits;
                            numBlendTextures += neededBlendTextures;
                            ++numLayersInThisPass;
                        }
                        else
                            break; // We're full
                    }


                    sh::MaterialInstancePass* p = material->createPass ();
                    p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
                    p->setProperty ("fragment_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_fragment")));
                    if (layerOffset != 0)
                    {
                        p->setProperty ("scene_blend", sh::makeProperty(new sh::StringValue("alpha_blend")));
                        // Only write if depth is equal to the depth value written by the previous pass.
                        p->setProperty ("depth_func", sh::makeProperty(new sh::StringValue("equal")));
                    }

                    p->mShaderProperties.setProperty ("render_composite_map", sh::makeProperty(new sh::BooleanValue(renderCompositeMap)));
                    p->mShaderProperties.setProperty ("display_composite_map", sh::makeProperty(new sh::BooleanValue(displayCompositeMap)));

                    p->mShaderProperties.setProperty ("num_layers", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numLayersInThisPass))));
                    p->mShaderProperties.setProperty ("num_blendmaps", sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(numBlendTextures))));
                    p->mShaderProperties.setProperty ("normal_map_enabled",
                                                      sh::makeProperty (new sh::BooleanValue(false)));

                    // blend maps
                    // the index of the first blend map used in this pass
                    int blendmapStart;
                    if (mLayerList.size() == 1) // special case. if there's only one layer, we don't need blend maps at all
                        blendmapStart = 0;
                    else
                        blendmapStart = getBlendmapIndexForLayer(layerOffset+blendmapOffset);
                    for (int i = 0; i < numBlendTextures; ++i)
                    {
                        sh::MaterialInstanceTextureUnit* blendTex = p->createTextureUnit ("blendMap" + Ogre::StringConverter::toString(i));
                        blendTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(mBlendmapList[blendmapStart+i]->getName())));
                        blendTex->setProperty ("tex_address_mode", sh::makeProperty (new sh::StringValue("clamp")));
                    }

                    // layer maps
                    bool anyNormalMaps = false;
                    bool anyParallax = false;
                    size_t normalMaps = 0;
                    for (int i = 0; i < numLayersInThisPass; ++i)
                    {
                        const LayerInfo& layer = mLayerList[layerOffset+i];
                        // diffuse map
                        sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
                        diffuseTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(layer.mDiffuseMap)));

                        // normal map (optional)
                        bool useNormalMap = mNormalMapping && !mLayerList[layerOffset+i].mNormalMap.empty() && !renderCompositeMap;
                        bool useParallax = useNormalMap && mParallaxMapping && layer.mParallax;
                        bool useSpecular = layer.mSpecular;
                        if (useNormalMap)
                        {
                            anyNormalMaps = true;
                            anyParallax = anyParallax || useParallax;
                            sh::MaterialInstanceTextureUnit* normalTex = p->createTextureUnit ("normalMap" + Ogre::StringConverter::toString(i));
                            normalTex->setProperty ("direct_texture", sh::makeProperty (new sh::StringValue(layer.mNormalMap)));
                        }
                        p->mShaderProperties.setProperty ("use_normal_map_" + Ogre::StringConverter::toString(i),
                                                          sh::makeProperty (new sh::BooleanValue(useNormalMap)));
                        p->mShaderProperties.setProperty ("use_parallax_" + Ogre::StringConverter::toString(i),
                                                          sh::makeProperty (new sh::BooleanValue(useParallax)));
                        p->mShaderProperties.setProperty ("use_specular_" + Ogre::StringConverter::toString(i),
                                                          sh::makeProperty (new sh::BooleanValue(useSpecular)));
                        boost::hash_combine(normalMaps, useNormalMap);
                        boost::hash_combine(normalMaps, useNormalMap && layer.mParallax);
                        boost::hash_combine(normalMaps, useSpecular);

                        if (i+layerOffset > 0)
                        {
                            int blendTextureIndex = getBlendmapIndexForLayer(layerOffset+i);
                            std::string blendTextureComponent = getBlendmapComponentForLayer(layerOffset+i);
                            p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
                                                              sh::makeProperty (new sh::StringValue(Ogre::StringConverter::toString(blendTextureIndex-blendmapStart) + "." + blendTextureComponent)));
                        }
                        else
                        {
                            // just to make it shut up about blendmap_component_0 not existing in the first pass.
                            // it might be retrieved, but will never survive the preprocessing step.
                            p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
                                sh::makeProperty (new sh::StringValue("")));
                        }
                    }
                    p->mShaderProperties.setProperty ("normal_map_enabled",
                                                      sh::makeProperty (new sh::BooleanValue(anyNormalMaps)));
                    p->mShaderProperties.setProperty ("parallax_enabled",
                                                      sh::makeProperty (new sh::BooleanValue(anyParallax)));
                    // Since the permutation handler can't handle dynamic property names,
                    // combine normal map settings for all layers into one value
                    p->mShaderProperties.setProperty ("normal_maps",
                                                      sh::makeProperty (new sh::IntValue(normalMaps)));

                    // shadow
                    if (shadows)
                    {
                        for (int i = 0; i < (mSplitShadows ? 3 : 1); ++i)
                        {
                            sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
                            shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
                        }
                    }
                    p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty (new sh::StringValue(
                        Ogre::StringConverter::toString(numBlendTextures + numLayersInThisPass))));

                    // Make sure the pass index is fed to the permutation handler, because blendmap components may be different
                    p->mShaderProperties.setProperty ("pass_index", sh::makeProperty(new sh::IntValue(layerOffset)));

                    assert ((int)p->mTexUnits.size() == OGRE_MAX_TEXTURE_LAYERS - remainingTextureUnits);

                    layerOffset += numLayersInThisPass;
                }
            }
        }
#endif
        return Ogre::MaterialManager::getSingleton().getByName(name.str());
    }
コード例 #9
0
void CameraDisplay::onInitialize()
{
  caminfo_tf_filter_ = new tf::MessageFilter<sensor_msgs::CameraInfo>(*vis_manager_->getTFClient(), "", 2, update_nh_);

  bg_scene_node_ = scene_manager_->getRootSceneNode()->createChildSceneNode();
  fg_scene_node_ = scene_manager_->getRootSceneNode()->createChildSceneNode();

  {
    static int count = 0;
    UniformStringStream ss;
    ss << "CameraDisplayObject" << count++;

    //background rectangle
    bg_screen_rect_ = new Ogre::Rectangle2D(true);
    bg_screen_rect_->setCorners(-1.0f, 1.0f, 1.0f, -1.0f);

    ss << "Material";
    bg_material_ = Ogre::MaterialManager::getSingleton().create( ss.str(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
    bg_material_->setDepthWriteEnabled(false);

    bg_material_->setReceiveShadows(false);
    bg_material_->setDepthCheckEnabled(false);

    bg_material_->getTechnique(0)->setLightingEnabled(false);
    Ogre::TextureUnitState* tu = bg_material_->getTechnique(0)->getPass(0)->createTextureUnitState();
    tu->setTextureName(texture_.getTexture()->getName());
    tu->setTextureFiltering( Ogre::TFO_NONE );
    tu->setAlphaOperation( Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_CURRENT, 0.0 );

    bg_material_->setCullingMode(Ogre::CULL_NONE);
    bg_material_->setSceneBlending( Ogre::SBT_REPLACE );

    Ogre::AxisAlignedBox aabInf;
    aabInf.setInfinite();

    bg_screen_rect_->setRenderQueueGroup(Ogre::RENDER_QUEUE_BACKGROUND);
    bg_screen_rect_->setBoundingBox(aabInf);
    bg_screen_rect_->setMaterial(bg_material_->getName());

    bg_scene_node_->attachObject(bg_screen_rect_);
    bg_scene_node_->setVisible(false);

    //overlay rectangle
    fg_screen_rect_ = new Ogre::Rectangle2D(true);
    fg_screen_rect_->setCorners(-1.0f, 1.0f, 1.0f, -1.0f);

    fg_material_ = bg_material_->clone( ss.str()+"fg" );
    fg_screen_rect_->setBoundingBox(aabInf);
    fg_screen_rect_->setMaterial(fg_material_->getName());

    fg_material_->setSceneBlending( Ogre::SBT_TRANSPARENT_ALPHA );
    fg_screen_rect_->setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY - 1);

    fg_scene_node_->attachObject(fg_screen_rect_);
    fg_scene_node_->setVisible(false);
  }

  setAlpha( 0.5f );

  render_panel_ = new RenderPanel();
  render_panel_->getRenderWindow()->addListener( this );
  render_panel_->getRenderWindow()->setAutoUpdated(false);
  render_panel_->getRenderWindow()->setActive( false );
  render_panel_->resize( 640, 480 );
  render_panel_->initialize(vis_manager_->getSceneManager(), vis_manager_);

  WindowManagerInterface* wm = vis_manager_->getWindowManager();
  if( wm )
  {
    panel_container_ = wm->addPane(name_, render_panel_);
  }
  render_panel_->setAutoRender(false);
  render_panel_->setOverlaysEnabled(false);
  render_panel_->getCamera()->setNearClipDistance( 0.01f );

  caminfo_tf_filter_->connectInput(caminfo_sub_);
  caminfo_tf_filter_->registerCallback(boost::bind(&CameraDisplay::caminfoCallback, this, _1));
  vis_manager_->getFrameManager()->registerFilterForTransformStatusCheck(caminfo_tf_filter_, this);

  if( panel_container_ )
  {
    // TODO: wouldn't it be better to connect this straight to the wrapper?
    connect( panel_container_, SIGNAL( visibilityChanged( bool ) ), this, SLOT( setWrapperEnabled( bool )));
  }
}
コード例 #10
0
CameraDisplaySave::CameraDisplaySave( const std::string& name, VisualizationManager* manager )
: Display( name, manager )
, transport_("raw")
, caminfo_tf_filter_(*manager->getTFClient(), "", 2, update_nh_)
, new_caminfo_(false)
, texture_(update_nh_)
, frame_(0)
, force_render_(false)
, render_listener_(this)
{
  scene_node_ = scene_manager_->getRootSceneNode()->createChildSceneNode();

  {
    static int count = 0;
    std::stringstream ss;
    ss << "CameraDisplaySaveObject" << count++;

    screen_rect_ = new Ogre::Rectangle2D(true);
    screen_rect_->setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY - 1);
    screen_rect_->setCorners(-1.0f, 1.0f, 1.0f, -1.0f);

    ss << "Material";
    material_ = Ogre::MaterialManager::getSingleton().create( ss.str(), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
    material_->setSceneBlending( Ogre::SBT_TRANSPARENT_ALPHA );
    material_->setDepthWriteEnabled(false);

    material_->setReceiveShadows(false);
    material_->setDepthCheckEnabled(false);


#if 1
    material_->getTechnique(0)->setLightingEnabled(false);
    Ogre::TextureUnitState* tu = material_->getTechnique(0)->getPass(0)->createTextureUnitState();
    tu->setTextureName(texture_.getTexture()->getName());
    tu->setTextureFiltering( Ogre::TFO_NONE );
    tu->setAlphaOperation( Ogre::LBX_SOURCE1, Ogre::LBS_MANUAL, Ogre::LBS_CURRENT, 0.0 );
#else
    material_->getTechnique(0)->setLightingEnabled(true);
    material_->setAmbient(Ogre::ColourValue(0.0f, 1.0f, 1.0f, 1.0f));
#endif

    material_->setCullingMode(Ogre::CULL_NONE);
    Ogre::AxisAlignedBox aabInf;
    aabInf.setInfinite();
    screen_rect_->setBoundingBox(aabInf);
    screen_rect_->setMaterial(material_->getName());
    scene_node_->attachObject(screen_rect_);

  }

  setAlpha( 0.5f );

  wxWindow* parent = 0;

  WindowManagerInterface* wm = vis_manager_->getWindowManager();
  if (wm)
  {
    parent = wm->getParentWindow();
  }
  else
  {
    frame_ = new wxFrame(0, wxID_ANY, wxString::FromAscii(name.c_str()), wxPoint(100,100), wxDefaultSize, wxMINIMIZE_BOX | wxMAXIMIZE_BOX | wxRESIZE_BORDER | wxCAPTION | wxCLIP_CHILDREN);
    parent = frame_;
  }

  render_panel_ = new RenderPanel(parent, false);
  render_panel_->SetSize(wxSize(640, 480));
  if (wm)
  {
    wm->addPane(name, render_panel_);
  }

  render_panel_->createRenderWindow();
  render_panel_->initialize(vis_manager_->getSceneManager(), vis_manager_);

  render_panel_->setAutoRender(false);
  render_panel_->getRenderWindow()->addListener(&render_listener_);
  render_panel_->getViewport()->setOverlaysEnabled(false);
  render_panel_->getViewport()->setClearEveryFrame(true);
  render_panel_->getRenderWindow()->setActive(false);
  render_panel_->getRenderWindow()->setAutoUpdated(false);
  render_panel_->getCamera()->setNearClipDistance( 0.1f );

  caminfo_tf_filter_.connectInput(caminfo_sub_);
  caminfo_tf_filter_.registerCallback(boost::bind(&CameraDisplaySave::caminfoCallback, this, _1));
  vis_manager_->getFrameManager()->registerFilterForTransformStatusCheck(caminfo_tf_filter_, this);
}
コード例 #11
0
ファイル: Simple.cpp プロジェクト: Chimangoo/ember
// void TerrainPageSurfaceCompiler::addTextureUnitsToPass(Ogre::Pass* pass, const Ogre::String& splatTextureName) {
//
// 	if (getMaxTextureUnits() - pass->getNumTextureUnitStates() < 2 || pass->getParent()->getNumPasses() > 1)  {
// 		addPassToTechnique(pass->getParent(), splatTextureName);
// // 		S_LOG_WARNING("Trying to add texture units to pass with too few available texture unit states.");
// 		return;
// 	}
//
// 	S_LOG_VERBOSE("Adding new texture unit (detailtexture: " << mTextureName << " alphatexture: " << splatTextureName << ") to pass nr " << pass->getIndex() << " in technique for material " << pass->getParent()->getParent()->getName());
//
// /*	pass->setSelfIllumination(Ogre::ColourValue(1,1,1));
// 	pass->setAmbient(Ogre::ColourValue(1,1,1));
// 	pass->setDiffuse(Ogre::ColourValue(1,1,1));
// 	pass->setLightingEnabled(true);*/
// 	Ogre::TextureUnitState * textureUnitStateSplat = pass->createTextureUnitState();
//     textureUnitStateSplat->setTextureName(splatTextureName);
//
//     textureUnitStateSplat->setTextureCoordSet(0);
// 	textureUnitStateSplat->setTextureFiltering(Ogre::TFO_ANISOTROPIC);
// 	textureUnitStateSplat->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_TEXTURE, Ogre::LBS_TEXTURE);
// 	textureUnitStateSplat->setColourOperationEx(Ogre::LBX_SOURCE1, Ogre::LBS_CURRENT, Ogre::LBS_CURRENT);
//     textureUnitStateSplat->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
// // 	textureUnitStateSplat->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA, Ogre::LBS_CURRENT, Ogre::LBS_TEXTURE);
// //	textureUnitStateSplat->setColourOperationEx(Ogre::LBX_BLEND_TEXTURE_ALPHA, Ogre::LBS_CURRENT, Ogre::LBS_TEXTURE);
//
// 	Ogre::TextureUnitState * textureUnitState = pass->createTextureUnitState();
//     textureUnitState->setTextureName(mTextureName);
//     textureUnitState->setTextureAddressingMode(Ogre::TextureUnitState::TAM_WRAP);
// /*	textureUnitState->setTextureCoordSet(0);*/
// 	textureUnitState->setTextureScale(0.025, 0.025);
// 	textureUnitState->setColourOperationEx(Ogre::LBX_BLEND_CURRENT_ALPHA, Ogre::LBS_TEXTURE, Ogre::LBS_CURRENT);
//
// /*	Ogre::TextureUnitState * alphaTextureState= pass->createTextureUnitState();
//     alphaTextureState->setTextureName(mTextureName);
// //     alphaTextureState->setTextureName(splatTextureName);
//     alphaTextureState->setTextureCoordSet(0);
// 	alphaTextureState->setTextureFiltering(Ogre::TFO_ANISOTROPIC);
//     alphaTextureState->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
//  	alphaTextureState->setColourOperationEx(Ogre::LBX_BLEND_DIFFUSE_ALPHA, Ogre::LBS_CURRENT, Ogre::LBS_TEXTURE);
//
//
//
// // 	detailTextureState->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_TEXTURE, Ogre::LBS_TEXTURE);
// // 	detailTextureState->setColourOperationEx(Ogre::LBX_SOURCE1, Ogre::LBS_CURRENT, Ogre::LBS_CURRENT);
//
// 	Ogre::TextureUnitState * detailTextureState  = pass->createTextureUnitState();
//     detailTextureState ->setTextureName(splatTextureName);
// //     detailTextureState ->setTextureName(mTextureName);
//     detailTextureState ->setTextureAddressingMode(Ogre::TextureUnitState::TAM_WRAP);
// 	detailTextureState ->setTextureCoordSet(0);
// 	detailTextureState ->setTextureScale(0.01, 0.01);
// 	//detailTextureState ->setColourOperationEx(Ogre::LBX_BLEND_CURRENT_ALPHA, Ogre::LBS_TEXTURE, Ogre::LBS_CURRENT);*/
//
// }
//
Ogre::Pass* Simple::addPassToTechnique(const TerrainPageGeometry& geometry, Ogre::Technique* technique, const Layer& layer, std::set<std::string>& managedTextures) const
{
	//check if we instead can reuse the existing pass
	// 	if (technique->getNumPasses() != 0) {
	// 		Ogre::Pass* pass = technique->getPass(technique->getNumPasses() - 1);
	// 		if (4 - pass->getNumTextureUnitStates() >= 2) {
	// 			//there's more than two texture units available, use those instead of creating a new pass
	// 			S_LOG_VERBOSE("Reusing existing pass. ("<< pass->getNumTextureUnitStates() << " of "<< mNumberOfTextureUnitsOnCard << " texture unit used)");
	// 			addTextureUnitsToPass(pass, splatTextureName);
	// 			return pass;
	// 		}
	//
	// 	}

	const OgreImage& ogreImage = *layer.blendMap;
	Ogre::Image image;

	image.loadDynamicImage(const_cast<unsigned char*>(ogreImage.getData()), ogreImage.getResolution(), ogreImage.getResolution(), 1, Ogre::PF_A8);

	std::stringstream splatTextureNameSS;
	splatTextureNameSS << "terrain_" << mPage.getWFPosition().x() << "_" << mPage.getWFPosition().y() << "_" << technique->getNumPasses();
	const Ogre::String splatTextureName(splatTextureNameSS.str());
	Ogre::TexturePtr blendMapTexture;
	if (Ogre::Root::getSingletonPtr()->getTextureManager()->resourceExists(splatTextureName)) {
		blendMapTexture = static_cast<Ogre::TexturePtr>(Ogre::Root::getSingletonPtr()->getTextureManager()->getByName(splatTextureName));
		blendMapTexture->loadImage(image);

		Ogre::HardwarePixelBufferSharedPtr hardwareBuffer(blendMapTexture->getBuffer());
		//blit the whole image to the hardware buffer
		Ogre::PixelBox sourceBox(image.getPixelBox());
		hardwareBuffer->blitFromMemory(sourceBox);
	} else {
		blendMapTexture = Ogre::Root::getSingletonPtr()->getTextureManager()->loadImage(splatTextureName, "General", image, Ogre::TEX_TYPE_2D, 0);
		managedTextures.insert(blendMapTexture->getName());
	}

	//we need to create the image, update it and then destroy it again (to keep the memory usage down)
	//	if (layer->getBlendMapTextureName() == "") {
	//		//no texture yet; let's create one
	//		layer->createBlendMapImage();
	//		layer->updateBlendMapImage(geometry);
	//		layer->createTexture();
	//	} else {
	//		//a texture exists, so we just need to update the image
	//		layer->updateBlendMapImage(geometry); //calling this will also update the texture since the method will blit the image onto it
	//	}

	Ogre::Pass* pass = technique->createPass();

	pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
	pass->setAmbient(1, 1, 1);
	pass->setDiffuse(1, 1, 1, 1);
	pass->setLightingEnabled(false);

	Ogre::TextureUnitState * textureUnitState = pass->createTextureUnitState();
	textureUnitState->setTextureName(layer.surfaceLayer.getDiffuseTextureName());
	textureUnitState->setTextureAddressingMode(Ogre::TextureUnitState::TAM_WRAP);
	textureUnitState->setTextureCoordSet(0);
	textureUnitState->setTextureScale(1.0f / layer.surfaceLayer.getScale(), 1.0f / layer.surfaceLayer.getScale());

	Ogre::TextureUnitState * textureUnitStateSplat = pass->createTextureUnitState();
	textureUnitStateSplat->setTextureName(blendMapTexture->getName());

	textureUnitStateSplat->setTextureCoordSet(0);
	textureUnitStateSplat->setTextureAddressingMode(Ogre::TextureUnitState::TAM_CLAMP);
	textureUnitStateSplat->setTextureFiltering(Ogre::TFO_ANISOTROPIC);
	//	textureUnitStateSplat->setAlphaOperation(Ogre::LBX_SOURCE1, Ogre::LBS_TEXTURE, Ogre::LBS_TEXTURE);
	textureUnitStateSplat->setAlphaOperation(Ogre::LBX_BLEND_DIFFUSE_COLOUR, Ogre::LBS_TEXTURE, Ogre::LBS_CURRENT);
	textureUnitStateSplat->setColourOperationEx(Ogre::LBX_SOURCE1, Ogre::LBS_CURRENT, Ogre::LBS_CURRENT);
	return pass;

}