void CarModel::UpdateBraking() { if (brakes) brakes->setVisible(bBraking && mbVisible); std::string texName = sDirname + (bBraking ? "_body00_brake.png" : "_body00_add.png"); MaterialPtr mtr = MaterialManager::getSingleton().getByName(sMtr[Mtr_CarBody]); 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->getName() == "diffuseMap") { tus->setTextureName( texName ); return; } } } } } }
//----------------------------------------------------------------------- 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; } } } }
//--------------------------------------------------------------------- bool Technique::checkHardwareSupport(bool autoManageTextureUnits, StringUtil::StrStreamType& 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->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->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 && !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; }
/// Shadows config //--------------------------------------------------------------------------------------------------- void App::changeShadows() { QTimer ti; ti.update(); /// time // get settings bool enabled = pSet->shadow_type != 0; bool bDepth = 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(); 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); } // shadows old- if (pSet->shadow_type == 1) { //mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_ADDITIVE); mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE); //mSceneMgr->setShadowTextureCount(2); //mSceneMgr->setShadowTexturePixelFormat(PF_L8); //mSceneMgr->setShadowTextureCasterMaterial(StringUtil::BLANK); //mSceneMgr->setShadowTextureSelfShadow(true); mSceneMgr->setShadowCasterRenderBackFaces(true); mSceneMgr->setShadowTextureSettings(fTex, 1, PF_L8); mSceneMgr->setShadowColour(ColourValue(0.4, 0.4, 0.4)); mSceneMgr->setShadowFarDistance(pSet->shadow_dist / 50.f); // 36 72 mSceneMgr->setShadowDirLightTextureOffset(0.5); //-ShadowCameraSetupPtr mShadowCameraSetup = ShadowCameraSetupPtr(new PlaneOptimalShadowCameraSetup(mPlane)); ShadowCameraSetupPtr mShadowCameraSetup = ShadowCameraSetupPtr(new LiSPSMShadowCameraSetup()); mSceneMgr->setShadowCameraSetup(mShadowCameraSetup);/**/ mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, 1); mSceneMgr->setShadowTextureCount(1); //return; // ! } 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)]); } mPSSMSetup.bind(pssmSetup); } mSceneMgr->setShadowCameraSetup(mPSSMSetup); mSceneMgr->setShadowTextureCount(num); for (int i=0; i < num; ++i) { int size = i==0 ? fTex : fTex2; mSceneMgr->setShadowTextureConfig(i, size, size, bDepth ? PF_FLOAT32_R : PF_X8B8G8R8); } mSceneMgr->setShadowTextureSelfShadow(bDepth ? true : false); //-? mSceneMgr->setShadowCasterRenderBackFaces(bDepth ? true : false); mSceneMgr->setShadowTextureCasterMaterial(bDepth ? "PSSM/shadow_caster" : StringUtil::BLANK); 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()); } #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"); for (size_t i = 0; i < num; ++i) { TexturePtr tex = mSceneMgr->getShadowTexture(i); // 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 } materialFactory->setNumShadowTex(num); materialFactory->setShadows(pSet->shadow_type != 0); materialFactory->setShadowsDepth(bDepth); materialFactory->generate(); // set terrain lightmap texture and terrainWorldSize for all materials that need it if (terrain) // naive check if a game has been started already { for (std::vector<std::string>::const_iterator it = materialFactory->terrainLightMapMtrs.begin(); it != materialFactory->terrainLightMapMtrs.end(); ++it) { MaterialPtr mtr = MaterialManager::getSingleton().getByName( (*it) ); 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->getName() == "terrainLightMap") { tus->setTextureName( terrain->getLightmap()->getName() ); pass->getFragmentProgramParameters()->setNamedConstant( "terrainWorldSize", Real( sc.td.fTerWorldSize ) ); } } } } } } } // ------------------- 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 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 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); } } } } }