Пример #1
0
    FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<TextureLayer>& layers,
                                                   const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
    {
        bool firstLayer = true;
        int i=0;
        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
        {
            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);

            if (!firstLayer)
            {
                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
                osg::ref_ptr<osg::Depth> depth (new osg::Depth);
                depth->setFunction(osg::Depth::EQUAL);
                stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
            }

            int texunit = 0;
            if(!firstLayer)
            {
                osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);

                stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                // This is to map corner vertices directly to the center of a blendmap texel.
                osg::Matrixf texMat;
                float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
                texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
                texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
                texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));

                stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat));

                osg::ref_ptr<osg::TexEnvCombine> texEnvCombine (new osg::TexEnvCombine);
                texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
                texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);

                stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON);

                ++texunit;
            }

            // Add the actual layer texture multiplied by the alpha map.
            osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
            stateset->setTextureAttributeAndModes(texunit, tex.get());

            osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
            texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
            stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON);

            firstLayer = false;

            addPass(stateset);
        }
    }
Пример #2
0
    ShaderTechnique::ShaderTechnique(Shader::ShaderManager& shaderManager, bool forcePerPixelLighting, bool clampLighting, const std::vector<TextureLayer>& layers,
                                                   const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
    {
        bool firstLayer = true;
        int i=0;
        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
        {
            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);

            if (!firstLayer)
            {
                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
                osg::ref_ptr<osg::Depth> depth (new osg::Depth);
                depth->setFunction(osg::Depth::EQUAL);
                stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
            }

            int texunit = 0;

            stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);

            osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
            texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
            stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON);

            stateset->addUniform(new osg::Uniform("diffuseMap", texunit));

            if(!firstLayer)
            {
                ++texunit;
                osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);

                stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                // This is to map corner vertices directly to the center of a blendmap texel.
                osg::Matrixf texMat;
                float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
                texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
                texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
                texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));

                stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat));
                stateset->addUniform(new osg::Uniform("blendMap", texunit));
            }

            if (it->mNormalMap)
            {
                ++texunit;
                stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
                stateset->addUniform(new osg::Uniform("normalMap", texunit));
            }

            Shader::ShaderManager::DefineMap defineMap;
            defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
            defineMap["clamp"] = clampLighting ? "1" : "0";
            defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
            defineMap["blendMap"] = !firstLayer ? "1" : "0";
            defineMap["colorMode"] = "2";
            defineMap["specularMap"] = it->mSpecular ? "1" : "0";

            osg::ref_ptr<osg::Shader> vertexShader = shaderManager.getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
            osg::ref_ptr<osg::Shader> fragmentShader = shaderManager.getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
            if (!vertexShader || !fragmentShader)
                throw std::runtime_error("Unable to create shader");

            stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));

            firstLayer = false;

            addPass(stateset);
        }
    }
Пример #3
0
void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
{
   PROFILE_SCOPE( ProcessedShaderMaterial_SetTextureTransforms );

   ShaderConstHandles* handles = _getShaderConstHandles(pass);
   if (handles->mTexMatSC->isValid())
   {   
      MatrixF texMat( true );

      mMaterial->updateTimeBasedParams();
      F32 waveOffset = _getWaveOffset( pass ); // offset is between 0.0 and 1.0

      // handle scroll anim type
      if(  mMaterial->mAnimFlags[pass] & Material::Scroll )
      {
         if( mMaterial->mAnimFlags[pass] & Material::Wave )
         {
            Point3F scrollOffset;
            scrollOffset.x = mMaterial->mScrollDir[pass].x * waveOffset;
            scrollOffset.y = mMaterial->mScrollDir[pass].y * waveOffset;
            scrollOffset.z = 1.0;

            texMat.setColumn( 3, scrollOffset );
         }
         else
         {
            Point3F offset( mMaterial->mScrollOffset[pass].x, 
               mMaterial->mScrollOffset[pass].y, 
               1.0 );

            texMat.setColumn( 3, offset );
         }

      }

      // handle rotation
      if( mMaterial->mAnimFlags[pass] & Material::Rotate )
      {
         if( mMaterial->mAnimFlags[pass] & Material::Wave )
         {
            F32 rotPos = waveOffset * M_2PI;
            texMat.set( EulerF( 0.0, 0.0, rotPos ) );
            texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );

            MatrixF test( true );
            test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x, 
               mMaterial->mRotPivotOffset[pass].y,
               0.0 ) );
            texMat.mul( test );
         }
         else
         {
            texMat.set( EulerF( 0.0, 0.0, mMaterial->mRotPos[pass] ) );

            texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );

            MatrixF test( true );
            test.setColumn( 3, Point3F( mMaterial->mRotPivotOffset[pass].x, 
               mMaterial->mRotPivotOffset[pass].y,
               0.0 ) );
            texMat.mul( test );
         }
      }

      // Handle scale + wave offset
      if(  mMaterial->mAnimFlags[pass] & Material::Scale &&
         mMaterial->mAnimFlags[pass] & Material::Wave )
      {
         F32 wOffset = fabs( waveOffset );

         texMat.setColumn( 3, Point3F( 0.5, 0.5, 0.0 ) );

         MatrixF temp( true );
         temp.setRow( 0, Point3F( wOffset,  0.0,  0.0 ) );
         temp.setRow( 1, Point3F( 0.0,  wOffset,  0.0 ) );
         temp.setRow( 2, Point3F( 0.0,  0.0,  wOffset ) );
         temp.setColumn( 3, Point3F( -wOffset * 0.5, -wOffset * 0.5, 0.0 ) );
         texMat.mul( temp );
      }

      // handle sequence
      if( mMaterial->mAnimFlags[pass] & Material::Sequence )
      {
         U32 frameNum = (U32)(MATMGR->getTotalTime() * mMaterial->mSeqFramePerSec[pass]);
         F32 offset = frameNum * mMaterial->mSeqSegSize[pass];

         if ( mMaterial->mAnimFlags[pass] & Material::Scale )
            texMat.scale( Point3F( mMaterial->mSeqSegSize[pass], 1.0f, 1.0f ) );

         Point3F texOffset = texMat.getPosition();
         texOffset.x += offset;
         texMat.setPosition( texOffset );
      }

      GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
      shaderConsts->setSafe(handles->mTexMatSC, texMat);
   }
}